BogModAlternateSidereals/MartialArts

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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

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

Cancel penalty for making surprise attack(1). Mirrors the person being attacked, so others can't tell which is the real one to help out(2). Makes an attack Piercing(3)

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).

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

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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