Difference between revisions of "BogModAlternateSidereals/MartialArts"

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The deft movements of the Secrets Hero Stylist naturally find the hidden cracks in her foes armor to strike at them.  An attack supplemented by this charm gets the Piercing tag.
 
The deft movements of the Secrets Hero Stylist naturally find the hidden cracks in her foes armor to strike at them.  An attack supplemented by this charm gets the Piercing tag.
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<b>Secrets Hero Form</b><br>
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<b>Cost:</b> 6m; <b>Mins:</b> Martial Arts 4, Essence 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Form-type, Obvious<br>
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<b>Duration:</b> One scene<br>
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<b>Prerequisite Charms:</b> Long Sleeved Deception Technique, Shrouded Assault Method, Between the Cracks Attack
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Exhaling lightly green essence drifts like a mist from her mouth across her body.  This mist makes it hard to keep track of her as she fights and lets her blows strike through the thickest of armor.  She adds her Martial Arts to her Dodge DV before division, her attacks ignore hardness and she adds her Essence in dice to rolls to re-establish surprise while in combat.
 
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Secrets Form, Add to DVs, ignore hardness, adds to rolls to restablish surprise(4, builds off 1, 2, 3)
 
  
 
An analyze foes fighting technique charm(5, builds off 4).  flurry breaking defense(6, builds off 4).
 
An analyze foes fighting technique charm(5, builds off 4).  flurry breaking defense(6, builds off 4).

Revision as of 22:42, 25 November 2009

Martial Arts is the Sword.

For this I am going to do 5 Hero Styles. Each group can develop charms from their own Hero style as if there were normal charms while others can learn them as a single MA style. Those of the Endings caste can develop charms for all the Hero styles.

Journeys Hero Style

The Journeys Style of martial arts emphasises movement and directions in its techniques. Staff and polearm weapons and their equivilants can be used with this style. This style is incompatible with armor the gives more then a -1 Fatigue or Mobility penalty. Users of this style must possess at least 3 dots in Athletics given its energetic physical training.


Yellow Path Steps
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The martial artist is ready to move on at a moment's notice. She adds her Martial Arts in dice to any Join Battle rolls. Furthermore even if she doesn't get to go on tick 0 she may make a move action on that tick as if she did.


Fallen-by-the-Road Palm
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

With a strike of her palm she sends her enemies to the dirt so she can move on and past them. If this attack hits the target must make an immidiate check against knockdown at a difficulty of the martial artist's Martial Arts trait.


Swift Grasshopper Attack
Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Yellow Path Steps

She strikes then with a leap is out of reach of her enemies. This charm supplements an attack letting her make a reflexive Jump action either before or after the attack. This charm can be used twice on a single attack. Once to leap in and once to leap away.


Journeys Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Fallen-by-the-Road Palm, Swift Grasshopper Attack

Yellow dust settles on her clothing as she assumes her form. Seeing all the paths around her she moves with constant fluid grace around all strikes and returns them. While she maintains this form the character no longer suffers a penalty to her DV from co-ordinated attacks. Her unarmed attacks count as having the R tag and she adds her Essence to both her Bashing and Lethal soak. As a final benifit when faced with enough attackers to surround her she can spend a mote whenever that attacker that would get unexpected attacks on her to not have the attack be unexpected.


Leave the Eastern Nest Toss
Cost: 4m; Mins: Martial Arts 5, Essence 2; Type: Supplmental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Journeys Hero Form

With a twist of the hips and a flex of the arms the Journeys stylist sends a foe flying. This charm enhances a Break Hold maneuver when the Sidereal has control of the clinch. She gets twice the normal distance on the throw. Furthermore for every yard she throws the target they take a bashing die of damage only soakable with natural soak. For every health level of damage they take they suffer a -1 internal penalty to all actions for the rest of the scene.


Unimpeded Western Motion Technique
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Journeys Hero Form

As part of her training the martial artist would have to carry heavy loads of supplies on her back as she performed laps or ran marathons until she is as tireless in movement as the sea. As such having another fighter on her back trying to crush the life out of her is no big deal. Assuming she has not allready used a charm that turn or a combo without this charm in it the martial artist can activate this charm when she is put into a clinch. She immidiately rolls her Strength or Dexterity + Martial Arts at a difficulty of her targets Strength. If she makes the roll she can perform a move action taking the clincher along with her and the clincher can not make their own move action. If the martial artist is in control of the clinch she need not make this roll, her Strength + Athletics is considered sufficient to move the target with her and she can make any form of non-reflexive move action if she wishes.


Southern Dervish Fists Assault
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Journeys Hero Form

Her fists become blurs as the martial artist strikes all around her and all over her foes. Though she makes 100 different attacks most find but air. The character can make a magical flurry of attacks. She makes a number of attacks equal to her Essence +1. This flurry of attacks use her full dice pool and suffer a DV penalty equal to the highest individual DV penalty of her attacks.


Swift Northern Strike
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Journeys Hero Form

Like the chill wind of the north that cuts through clothes to chill the bones or slips in the smallest crack to chill the home and hearth. The first time the martial artist uses this Charm in a scene she picks either parry or dodge and for that attack and the rest of the scene this Charm supplement's attacks by making the opponents DV of that type halved.


Center Blocking Technique Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Leave the Eastern Nest Toss, Unimpeded Western Motion Technique, Southern Dervish Fists Assault, Swift Northern Strike

Centering herself the awareness of all directions protects her from all attacks. This charm generates a bank of defenses to use against any attacks. She gets her Essence in blocks that perfectly stop any attack so long as that attack is not unblockable. When all her blocks are used up the charm ends and the motes are uncommitted. She can also end the charm early at any time so she can activate it again to replenish her bank of blocks.


Five Directions Fist
Cost: -(2m); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Southern Dervish Fists Assault

Her blows seem to come from all around giving her opponents no chance to stop all the attacks. This charm is not part of Journeys Hero Style but an expansion that only Chosen of Journeys and Endings can lear. Eclipses, Fiends and Moonshadows can learn this charm as if it were a Sidereal charm. For an additional 2m the Sidereal can attempt to make one of her five or more attacks on a single target using Southern Dervish Fists Assault unexpected. She rolls her Wits + Martial Arts at a difficulty of the targets Awareness. Success means one of her attacks counts as unexpected just as if the targer was being surrounded and attacked by 5 people.


Serenity Hero Style

The Serenity Hero Style is a peaceful style. Its attacks knock people out or restrain them and every move is like a graceful dance. This style requires at least 2 dots in Performance. This style is incompatible with most armors. Armor that is clothing or generated by essence fields is permitable and duels between users of this style are often known for wearing almost nothing. This style uses war fans and tonfas as its style weapon. Those who use this style need at least 2 dots of Performance.


Careful Deflection Technique
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

With a gentle sweep of her arm and a smile on her lips the martial artist turns aside the knives and blades of her foes. This charm is activated in reponse to an attack. Until the character's next action the martial artist can block lethal hand-to-hand attacks or using tools that could not normally be used to block attacks. Furthermore for that single attack she can use either her normal +2 Defense from unarmed defense or her Charisma as a defense bonus. Bonuses to defense beyond 2 points count as dice added by charms.


Empty Mind Meditation
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Careful Deflection Technique

Taking a deep breath she holds it for the span of three heartbeats and then releases and in doing so empties her mind of all concerns. For the rest of the scene she adds her Martial Arts rating to her DMDV before the halving.


Smiling Behind the Fan
Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Careful Deflection Technique

Her expressions hidden behind a fluttering fan no one knows the anger she feels at another's words or the quiet revenge she plans. This charm eliminates the penalty for getting a surprise attack from the open. Furthermore she adds her Essence to the difficulty of charms and actions to learn about her intentions in a scene.


Serenity Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Smiling Behind the Fan, Empty Mind Meditation

This form is almost like that of a dance. People trying to but into the dance find themselves just complicating it for their friends. Her relaxed supple form more easily shrugs off the blows of jealous admirers adding her Martial Arts to Bashing and Lethal soaks. Finally its hard to gang up on a user of this style. Each attacker after the first adds a stacking 2 die penalty to their attack rolls. This starts accumlating on the first attack after the start of the martial artists turn and doesn't reset until she refreshes her DV.


Cunning Brushing Palm
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive(Step 2)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Serenity Hero Form

The lightest and softest touch on just the right place can cause a blow to go terribly awry. Its not the martial artists fault of course but those who would use violence to solve their problems. If the martial artist successfully blocks the attack she redirects it another person within Essence yards of her. She can not make a person attack herself. If the attack is suffering a penalty due to this style's Form charm when it is redirected to another person twice the penalized dice are rolled and are added to the attack successes.


Heart Calming Palm
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion, Touch
Duration: Instant
Prerequisite Charms: Serenity Hero Form

A gentle touch to one of the bodies chakra's lets her calm those she fights with. On a successful attack roll she rolls her Compassion or Temperance + Martial Arts against a difficulty equal to the target's Valor. With a successful roll the target suffers a unnatural mental influence Compulsion effect to not fight anymore. This costs 4 willpower to resist, 1 willpower to resist if her friends are being attacked and immidiently ends if attacked. An attack supplemented by this charm does no damage.


Mother's Warm Embrace
Cost: 6m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Serenity Hero Form

The comforting hold of a parent can not be escaped by even the most rowdy of children. This charm enhances the martial artist's rolls to get control of or maintain control of a clinch. She adds her Essence in successes to the roll. Furthermore each turn she maintains the clinch the cost to use this charm is reduced by 2 motes. When it has been reduced to 0 motes it doesn't count as charm use. Any turn in which she uses this charm must only try to maintain the hold rather then inflict damage. This charm does count as dice added by charms but can explicitely exceed the dice cap if its the only charm providing additional dice.


Blissful Relaxation Method
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Crippling, Touch
Duration: One scene
Prerequisite Charms: Heart Calming Palm

If she can not calm their heart she can at least calm their limbs. The martial artist need simply touch someone though the attack can be blocked or dodged as normal. The character chooses which limb to paralyze, not necessarily the one she touched, and the chosen limb is immobilized for the rest of the scene. See Exalted, p. 152 for the effects on a character who lacks a full set of functioning limbs. This charm has no effect against the undead, automata or other beings that have no vital functions to obstruct.


Spilled Wine Defense
Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cunning Brushing Palm

A master of working the floor of a party when they collide with an inattentive guest the wine spills backward onto the guest not on the empty handed host. This charm permanently enhances its prerequisite. When there are no other enemies to redirect the attack against the Sidereal can redirect it back at the attacker. This charm is not part of Serenity Hero Style but instead exists as a Sidereal expansion charm only learnable by those of the Serenity and Endings Caste.


Ebb and Flow of Peace Technique
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Blissful Relaxation Method, Mother's Warm Embrace, Cunning Brushing Palm

Focussing her breathing the martial artist exudes a calm. Yet this calm also gives her a deadly focus against those who would disrupt it even as they find themselves struggling against her peaceful aura. Whenever the Sidereal it taking a Guard or Aim action all her enemies in the area suffer a penalty equal to her Martial Arts when trying to inflict violence on her or her friends. Furthermore she gains dice from an Aim action at double the rate and can get up to 9 dice from aiming.


Battles Hero Style

Battles Hero Style is not a clean or elegant style. No this is a style of anything goes to win the fight. Dirty tricks, crippling moves, whatever it takes to win. Given the refined nature and mystic that many Sidereals present the direct nature of this style catches some by surprise. The style allows use of only improvised weapons but permits all forms of armor.


Brutal Fist Technique
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Curling her hand into a mighty fist she lashes out and breaks jaws and knocks out those in her way. The martial artist doubles her damage successes after she rolls. Effects which cause automatic levels of damage do not get improved by this charm.


Assault of Chairs Method
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None

From rocks on the ground to a chair grabbed for sudden violence the martial artist has a world of weapons at her disposal and the mastery to use them. While this charm is active Improvised Weapons have an Accuracy and Defense bonus equal to her Essence minus 3.


Oldest Trick in the Book
Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Simple(Speed 4)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Assault of Chairs Method

Water, booze, dirt, some blood even there are a hundred uses of random material that can blind someone. If nothing is handy some red dust she fishes out of nowhere works just as well. This is an unblockable and undodgeable -1 DV attack. If she hits the target the normal effects for Blindness. This lasts until the person spends an action clearing her eyes out as an unflurryable Miscellaneous -2 DV action. When doing this the blindness clears up once her DV refreshes from the action.


Battles Hero Form
Cost: 6m; Mins: Martial Arts 5, Essence 2; Type: Simple(Speed 5)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Brutal Fist Technique, Oldest Trick in the Book

With a grin the martial artist assumes a fighting pose, hungry for the thrill of battle and violence. While unarmed or using improvised weapons she reduces the speed of all her non-charm combat actions by 1. Furthermore she soaks Lethal damage with her full Stamina.


Beyond Tapping Twist
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: One clinch
Prerequisite Charms: Battles Hero Form

Many martial arts teach holds and locks to keep a foe from fighting or struggling. This style does as well but takes them to their logical next step and damages the offending limbs to immobility. This charm is activated when the martial artist is in control of the clinch. Rather then normal damage she can roll her Strength + Martial Arts at a difficulty of the targets Dexterity. Success means she breaks an arm, leg, hand or foot. Such moves are increadibly painful and while the limb can still be used the target suffers a -4 penalty to all actions. While Exalted can heal the breaks from this charm at the end of a day of rest mortals need to rest up like they would for any broken bone. This charm lasts from the turn its activated until the turn the clinch ends or she stops breaking bones.


Head Crushing Foot
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple(Speed 6)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Battles Hero Form

The deadly warriors who use this style don't just let you get back up when you are knocked down. Instead they go in to end the fight taking advantage of your weakness. This charm is an attack and if it hits the Sidereal's Essence worth of damage dice after soak are converted into automatic successes and the rest is rolled.


Fists As Bolders
Cost: -; Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Battles Hero Form

The fists of the Chosen of Mars can lay even the toughest man flat. This charm permanently increases the minimum damage dice after soak of her martial arts attacks by 1.


Furious Boxing Fists
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Extra Action
Keywords: Combo-Ok, Obvious
Duration: Instant
Prerequisite Charms: Head Crushing Foot

Lashing out all around her she lets her fists fly where they might and teach her foes the danger of facing one who follows the teachings of the Battles Hero Style. This attack generates a number of martial arts attacks equal to her Martial Arts rating. These attacks do not suffer multiple action penalties and have a DV penalty of 0.


Bloodied but Not Broken Body
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Beyond Tapping Twist

Wether its a fist to the face or she finds herself trapped in the hands of a better wrestler their is always a way out. Her body suffused with essence she gives where she needs to give to escape or survive the hit. This charm is activated either while in a clinch or before damage is rolled from an attack. If in a clinch she rolls her Stamina + Martial Arts at a difficulty of her opponent's Essence. Success means she escapes the clinch. In terms of contesting effects this counts as a defensive perfect effect with the roll counting for its unique flaw of invulnerability. For a damaging hit the maximum damage she can suffer from attacks that tick is a single level. If she were to suffer multiple damaging blows of different types the most damaging kind of attack is the one that is recorded.


Table Turning Blow
Cost: 7m; Mins: Martial Arts 5, Essence 4; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Bloodied but Not Broken Body, Furious Boxing Fists

Drawing back she puts power into her fist and then strikes hard to send her opponents realling. Pity those she gets the upper hand on and sucker punches as the stars they will see from her hit won't be fading anytime soon. This charm enhances an unarmed martial arts attack. For each level of damage the blow inflicts the target suffers a one die penalty to all dice pools and equivilant static ratings. If this charm is used to supplement an unexpected attack the penalty becomes an internal crippling success penalty to all actions. Charms which reduce penalties require double to buy off the penalty caused by the unexpected attack.


Secrets Hero Style

Secrets Hero Style is a deceptive art. Weapons are easily hidden before being used to sudden efficacy. Fighting against a master of this style is like fighting in darkness as you may easily hurt your friends rather then your enemy. This style allows the use of only armors that can be hidden under clothing and uses sais, knives and their artifact equivilants for the form weapons.


Long Sleeved Deception Technique Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The first lesson of the Secrets Hero Style is that success often comes from striking when your foe does not expect it. This charm cancels out the penalty for making attacks while in plain view and lets the martial artist instantly draw a weapon.


Shrouded Assault Method
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Illusion
Duration: One turn
Prerequisite Charms: None

The swift movements of the martial artist give her enemies pause for fear of attacking and striking a friend. Compare the martial artists Martial Arts + Essence rating against the DMDV of those watching. Those with less DMDV then that total can not distinguish the person she is attacking from the martial artist using this charm. This illusion fails if she attacks more then a single target in a turn. This charm costs 1 willpower to resist. Obviously the one being attacked can distinguish herself from the one attacking her.


Between the Cracks Attack
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The deft movements of the Secrets Hero Stylist naturally find the hidden cracks in her foes armor to strike at them. An attack supplemented by this charm gets the Piercing tag.


Secrets Hero Form
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Long Sleeved Deception Technique, Shrouded Assault Method, Between the Cracks Attack

Exhaling lightly green essence drifts like a mist from her mouth across her body. This mist makes it hard to keep track of her as she fights and lets her blows strike through the thickest of armor. She adds her Martial Arts to her Dodge DV before division, her attacks ignore hardness and she adds her Essence in dice to rolls to re-establish surprise while in combat.



An analyze foes fighting technique charm(5, builds off 4). flurry breaking defense(6, builds off 4).

Illusion, render a group of enemies unable to tell who is their enemy(7, builds off 5).

Knowing stuff from analyze charm, can perfect defend against X attack or charm without costing a charm activation(8, builds off 7)

On a hit, if would do damage, can decide how many levels of damage to do including outright killing.(9, builds off 8).

Endings Hero Style

Endings Hero Style is a very lethal style. It doesn't subdue and it doesn't try to win. When a fighter of this style engages in combat the only goal they want is that their foe is dead. The style uses swords and its artifact equivilants as its form weapons. This style does not permit the use of armor. A great many users of this style poison their blades to ensure their enemies death.

Unarmed attacks do lethal, add Ess to damage(1). Wound penalty reducer(2)

Soaker(3, builds off 2)

Endings Form, increase ping damage by 1, those killed by one using this form do not leave ghosts, increase wound penalties by 1.(4, builds offf 1, 3)

Object destroyer(5, builds off 4). Poison effect(6, builds off 4)

Disarm parry or weapon break charm(7, builds off 5). Action canceller charm(8, builds off 5)

Flurry charm(9, builds off 6, 7, 8)

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