BogModAlternateSidereals/MartialArts

From Exalted - Unofficial Wiki
Revision as of 21:14, 14 August 2009 by BogMod (talk)
Jump to: navigation, search

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. Prayer Strip charms will not exist for them in their normal form. Those of the Endings caste can develop charms for all the Hero styles.

Journeys Hero Style

Init bonus + can move right away at the start of combat even if not first in tick order(1). Knockdown charm(2)

Jumping attack charm(3, builds off 1).

Form, ignore coord penalty, multi foe penalty, and reach penalty, +Ess in bash and leth soak(4, builds off 3 and 2)

West-stunning throw attack(5, builds off 4). East, move while clinched(6 builds off 4). South, multi attack(7, builds off 4). North, DV reducer(8, builds off 4).

Center, multiple parry, based on acc or def or some other stat(9, builds off 5, 6, 7, 8).

9 Direction Attack, unexpected sorta move, not part of the Hero style but an add on charm(10, builds off 9).


Serenity Hero Style

Can block lethal attacks while unarmed, or using things like fans, pens, robes. For said defense user can use either the unarmed +2 def bonus or their charisma as their defense bonus.(1)

MDV bonus(2, builds off 1). Intent hider, helps make a surprise attack while in a social situation and keep ones intent from being known(3, builds off 1).

Serenity Form, soak bonus, each attacker after first gets stacking attack penalty.(4, builds off 2 and 3)

Redirecting counterattack(5, builds off 4). Fight stopping blow, no damage, contests with Valor in some way(6, builds off 4). Clinchy charm, hard to escape.(7, builds off 4).

Crippling charm(8, builds off 6). Redirect counter upgrade, if no targets to direct the counter towards can tangle up target, this charm is outside the normal martial art(9, builds off 5). Lets sid add themself into a coordinated attack and get all the benifits, or even add themself into the attacks of another and make a 2 person coordinated attack with that person. Only sid benifits, outside normal charm scheme(11, builds off 7).

Scene long final, dice penalty to attacking the sidereal and allies within X distance, can keep aiming to boost dice from aim action to up to 9 dice. These dice can aid a flurried attack.(12, builds off 8, 5, 7)

Battles Hero Style

Double success for damage charm.(1) Improvised Weapon using charm, eliminates acc pen or even makes a bonus(2)

Dirty tricks blinding charm, short term(3, builds off 2)

Battles Form, soak boost, speed reduction(4, builds off 1 and 3)

Crippling clinch(5, builds off 4). Potent attack on a knocked down target(6, builds off 4). Minimum damage booster, not part of normal style(10, builds off 4)

Flurry charm(7, builds off 6). Roll with hit charm for damage reduction and clinch breaker(8, builds off 5)

Knockout blow, and doubly effective when used as a sucker punch attack(9, builds off 7 and 8).

Secrets Hero Style

Endings Hero Style