DariusSolluman/StorytellingExaltedMerits

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Fighting Style: Snake Style
(* to *****)
Prerequisites: Strength **, Dexterity **, Stamina **, and Brawl **
Effects: Your character is trained in one of the Animal Styles of Martial Arts.  Emulating the serpent, the Snake Style relies on misleading body movement and sudden bursts of speed.  It is impossible to use any of these Manuvers if in armor.
Cobra Strike (*): Your Initative is +1.
Cobra Slide (**): When making a full Dodge, your Defense is equal to the higher of your Dexterity or Wits.
Cobra Dance (***): Your grace is incredible, and adds +1 to your Defense trait versus all hand to hand attacks, Brawl and Weaponry.
Cobra Focus (****): Your opponent's Defense is reduced by 1 against you.
Cobra Bite (*****): You may spend a Willpower to inflict Lethal damage rather than Bashing damage with an attack.

Fighting Style: Tiger Style
(* to *****)
Prerequisites: Strength ***, Dexterity **, Stealth ** and Brawl **
Effects: Your character is trained in the Tiger Style of Martial Arts.  The Tiger Style focuses on brutal offense and suprise attacks.  It is impossible to use any of these Manuvers if in armor.
Tiger Pounce (*): Add +1 to your Brawl attack pool when striking someone who is suprised.
Tiger Rage (**): You may make two Brawl attacks against someone who is suprised.  The second one is at -1.  You lose your Defense in a turn where you   use Tiger Rage.
Tiger Roar (***): Your shouts are very intimidating.  When you spend a Willpower to enhance a Brawl attack, it adds +4 dice instead of +3.
Tiger Hide (****): When striking from ambush, your opponent looses 2 dice from their Wits + Composure check to not be suprised.
Tiger Bite (*****): You may spend a Willpower to inflict Lethal damage rather than Bashing damage with an attack.

Fighting Style: Ebon Shadow Style
(* to *****)
Prerequisites: Strength **, Dexterity ***, Wits ***, Athletics **, Stealth ** and Brawl **
Effects: Your character in trained in the Shadow Style of Martial Arts.  The Shadow Style focuses on evasion and trickery.  It is impossible to use any of these Manuvers if in armor.
Shadow Sounds (*): You gain a +1 bonus on listening for an opponent in the dark, and they suffer a -1 penelty listening for you.
Shadow Step (**): You may use the higher of your Wits or Dexterity for your Defense against Brawl attacks.  If attacked by both Brawl and Weaponry  attacks in one turn, you must use your normal Defense.
Shadow Snap (***): You may use your Dexterity instead of your Strength when making normal Brawl attacks.
Shadow Guard (****): You may increase your Defense by +2 for a turn.  If you do so, you sufer a -1 penelty to attacks.
Shadow Falls (*****): You may attempt to blind someone by striking their eye.  This imposes a -3 penelty to the attack.  If successful, you inflict one Lethal damage (regardless of the number of successes), but the opponent is blind, their eyes destroyed.  Even when the damage is healed, the opponent remains blind.  Alternatively, you may strike only one eye, leaving an opponent partially blind.  They suffer a -1 penelty to their Defense and all hand to hand attacks, and a -3 penelty on all ranged attacks.

Fighting Style: Mantis Style
(* to *****)
Prerequisites: Strength **, Dexterity **, and Brawl **
Effects: Your character is studied in the Mantis Style of Martial Arts.  The Mantis Style focuses on joint locks and disarms.  (Read the grapple rules, nWoD, pg 157-158)  It is impossible to use any of these Manuvers if in armor.
Mantis Touch (*): When in a grapple, your opponent suffers an additional -1 penelty to overpower you.
Mantis Drop (**): When in a grapple, you may render an opponent prone without becoming prone yourself.  This breaks the grapple.
Mantis Snap (***): When in a grapple, you gain a +2 bonus to escaping the grapple.
Mantis Clinch (****): When in a grapple, you gain a +2 bonus to inflicting damage on an opponent.
Mantis Shield (*****): When in a grapple, anyone trying to shoot or attack you has a -6 penelty instead of a -4, and anyone trying to shoot or attack the person your grappling has a -2 penelty instead of a -4.

Fighting Style: Air Dragon Style
(* to *****)
Prerequisites: Strength ***, Dexterity ***, Wits **, Stamina **, Athletics **, Stealth **, and Brawl ** 
Effects: Your character is trained in the Air Dragon Style of the Immaculate Monks.  The Air Dragon Style focuses on hit and run tactics, and the use of the Chakram.
Chakrams are razor discs.  Mundane Chakrams are Resources 1 ranged weapons (-2 Lethal, maximum of 1 damage, 10 yard range).  Artifact Chakram are **.  (+1 Lethal, 75 yards, attunement 3 motes- this assumes a Jade Chakram)
Air Dragon Dash (*): You gain a +3 bonus on the first roll of a Foot Race. (nWoD, pg 65)
Air Dragon Leap (**): Add +2 to any rolls you make to jumping. (nWoD, pg 66)
Air Dragon Dodge (***): You may use the higher of your Dexterity or Wits for your Defense.
Air Dragon Throw (****): Add +2 to any rolls made to throw a Chakram.
Air Dragon Storm (*****): You may make up to your Dexterity in Throwing Attacks with the Chakram.  Each attack suffers a penelty equal to the number already made; so the first has no penelty, the second is a -1, the third is a -2, and so on.

Fighting Style: Earth Dragon Style (* to *****) Prerequisites: Strength ***, Stamina ***, Athletics **, Brawl **, and Weaponry **

Effects: Your character is trained in the Earth Dragon Style of the Immaculate Monks. The Earth Dragon Style focuses on endurance, brutal single strikes and the use of the Tetsubo.

Tetsubo are giant clubs. Mundane Tetsubo are a Resources 2 hand to hand weapon (+1 Lethal, -3 Initative). Artifact Tetsubo are ***. (+3 Lethal, +0 Initative, attunment 4 motes- this assumes a Jade Tetsubo)

Earth Dragon Blow (*): If you inflict damage equal to a target's Size in a single attack with a Tetsubo, they lose their next action. Earth Dragon Rage (**): You gain a +3 to your attack, instead of +2, when you use an All Out Attack with a Tetsubo (nWoD, pg 157). Earth Dragon Hide (***): You gain an effective +1 Armor against bashing attacks. Earth Dragon Heart (****): You gain an effective +1 Armor against lethal attacks. Earth Dragon Fortitude (*****): If it is to your advantage, you are treated as one Size larger than you actually are. This does not change your physical size; it is purely a matter of shifting your center of mass. This always grants an extra Health Level.


Fighting Style: Fire Dragon Style (* to *****) Prerequisites: Strength: **, Dexterity: ***, Stamina: **, Composure: **, Resolve: **, Brawl: ** and Weaponry: **

Effects: Your character is trained in the Fire Dragon Style of the Immaculate Monks. The Fire Dragon Style focuses on blinding speed and multiple strikes with a pair of matching short blades. It is impossible to use any of these Manuvers if in armor.

Each of these blades is a Resources 2 hand to hand weapon (+0 Lethal). As artifacts, they are both Artifact * hand to hand weapons (+1 Lethal, +3 Initative, 1 mote). These weapons always come in a set (either a pair of Resources 2 purchases, or two dots of Artifact).

As a note, since the user of this Style has two weapons, they can always two attacks in a turn, with the second having a -2 penelty, unless they purchase the Merit Ambidexterity.

Fire Dragon Flicker (*): Your Defense is not penelized from being the target of multiple attacks until the number of attacks exceedes your Weaponry, while fighting with the matched swords. Fire Dragon Sweep (**): You may spend a Willpower to make two attacks against one target this turn, while fighting with the matched swords. Fire Dragon Guard (***): You may spend a Willpower to add your Weaponry to your Defense for this turn and still make an attack, while fighting with the matched swords. Fire Dragon Roar (****): You may spend a Willpower to add +4 dice, instead of +3, to any attack you make with the matched swords. Fire Dragon Blaze (*****): You may spend a Willpower to make up to your Weaponry in attacks against any targets you can reach in one turn. (That is, if you have a Weaponry of 5, and there's three people in range, you can make five attacks split up between them, not five attacks against each)


Fighting Style: Water Dragon Style (* to *****) Prerequisites: Strength: **, Dexterity: **, Stamina: **, Brawl: **

Effects: Your character is trained in the Water Dragon Style of the Immaculate Monks. The Water Dragon Style focuses on slowly wearing an opponent down, rhythmic attacks and hidden choke holds. It also teaches the use of the Water Dragon's Claws.

Claws are a Resources 1 hand to hand weapon (-1 Lethal). As artifacts, they are an Artifact ** (+2 Lethal, +3 Initative, 3 motes).

Although the claws are worn on both hands, they count as only a single weapon. You may not take two seperate attacks with them. Attacks made using the Claws are made with Brawl, not Weaponry.

Water Dragon Calm (*): You gain a +1 bonus when trying not to be suprised. Water Dragon Guard (**): You may take a -2 penelty to your attack to gain a +2 bonus to your Defense for this turn. Water Dragon Choke (***): When grappling, you may choose to choke someone instead of dealing damage. Until they escape the grapple, they holding their breath (as per nWoD, pg 49). While choking someone, your Strength is considered +2 higher. Water Dragon Center (****): When you spend a Willpower to increase a Resistance trait, it is increased by +3 instead of +2. Water Dragon Grace (*****): You gain a +2 bonus to your Defense trait.


Fighting Style: Wood Dragon Style (* to *****) Prerequisites: Dexterity: ***, Stamina: **, Inteligence: **, Brawl: **, Medecine: **, Occult: **, Firearms: **

Effects: Your character is trained in the Wood Dragon Style of the Immaculate Monks. The Wood Dragon Style focuses on the use of the bow, on the ebb and flow of life within the body, and the cycle of life that leads to death and rebirth. It is generally considered the most philosophical style.

The bow is a Resources 3 ranged weapon (+0 Lethal, maximum damage: 3, range: 75 yards), or an Artifact ** (+1 Lethal, 150 yards, 1 mote)

Wood Dragon Focus (*): You may have a maximum Aiming bonus of +4 instead of +3, when using your bow (nWoD, pg 162) Wood Dragon Eyes (**): When firing into close combat, you take a -1 penelty for each ally you are trying to avoid, rather than -2. This has no effect on shooting into a grapple (that's still a -4). Wood Dragon Resistance (***): You gain a +2 bonus to resist the negative effects of drugs, alchool and poison. Wood Dragon Arms (****): When firing at medium range, you have no penelty. When firing at long range, you have a -2 penelty. Wood Dragon Touch (*****): Characters under your care heal in half the normal time, as if they had the Quick Healer Merit (nWod, pg 113)


Fighting Style: Five Dragons Fight As One Style (Also known as the Five Dragons Style) (* to *****) Preqreuisites: Strength: **, Dexterity: **, Stamina: **, Brawl: **

Effects: Your character is trained in the basic Martial Arts style of the Realm, the Five Dragons Style. It is often used as a stepping off point to one of the Immaculate Styles.

Five Dragons Guard (*): You may take a -2 penelty to your attack to gain a +1 to your Defense. Five Dragons Together (**): Each of your attacks counts as two, for the purposes of reducing the target's Defense against multiple attackers. (That is, if you and a partner attack someone with a Defense of 2, you have Five Dragons Together and attack first, then the target has no Defense when your partner attacks, rather than a Defense of 1). A target's Defense may not be reduced below 0. Five Dragons Strike (***): You may make two attacks against the same target. Both are at a -1 penelty, and you lose your Defense for this turn when doing so. Five Dragons Fortitude (****): You gain an effective Armor trait of 1 against bashing damage. Five Dragons Blow (*****): You may spend a Willpower to make an attack deal lethal damage instead of bashing.


Fighting Style: Hungry Ghost Style (* to *****) Prerequisites: Strength: **, Dexterity: **, Stamina: **, Brawl: **, Occult: **

Effects: Your character is trained in the Hungry Ghost Style of the Underworld. The Hungry Ghost Style focuses on sensing, stealing and destroying the flow of life within others, and tapping the hate of the po soul. It is impossible to use any of these Manuvers if in armor.

Hungry Ghost Blow (*): If you deal damage equal to a target's Size in a single attack, they lose their next action. Hungry Ghost Bite (**): When in a grapple, you may choose to bite an opponent and deal one lethal damage automatically, instead of rolling for damage. Hungry Ghost Rage (***): When you All Out Attack, you gain a +4 bonus instead of a +3. Hungry Ghost Eyes (****): You may spend a Willpower to learn how much Stamina a single target has. Hungry Ghost Claws (*****): You may spend a Willpower to make an attack deal lethal damage instead of bashing.


Fighting Style: Violet Bier of Sorrows Style (* to *****) Prerequisites: Strength: **, Dexterity: **, Wits: **, Intelligence: **, Brawl: **, Weaponry: **, Occult: **

Effects: Your character is trained in one of the basic styles of the hidden Sidereals. The Violet Bier of Sorrows Style focuses on the Maiden of Endings, and her influence on Creation- both ending things at their right moment, and preventing untimely ends. It is impossible to use any of these Manuvers if in armor.

Sorrowful Race (*): You have a +2 bonus to your initative for the first turn of combat. Sorrowful Joys (**): You may take a -2 penelty to your attack to add +2 to your Defense for a turn. Sorrowful Wars (***): You may make two attacks against the same target. Both are at a -1 penelty, and you lose your Defense for this turn when doing so. Sorrowful Mystery (****): You may spend a Willpower to reduce a target's Defense by the lower of your Wits or Composure against one attack. Sorrowful Ending (*****): You may spend a Willpower to make an attack deal lethal damage instead of bashing.


Fighting Style: Prismatic Arrangement of Creation Style (****, ****, ****, ****, *****) Prerequisites: Strength: ***, Dexterity: ***, Stamina: ***, Brawl: ****, Occult: ****, Mastery of at least one mortal Martial Arts style.

Effects: Your character is trained in one of the secret styles of the hidden Sidereals. The Prismatic Arrangement of Creation is a style that focuses strongly on emulating Creation as a whole, rather than in parts, encompasing lesser styles in itself. It is impossible to use any of these Manuvers if in armor.

Unlike most Styles, you may learn most of the Merits that compose the Prismatic Arrangement in any order you please. However, you can only learn the Prismatic Unification after mastering the four component Merits.

Prismatic Materials (****): You gain an effective Armor trait of +2 against both bashing and lethal damage. Prismatic Essence (****): You may spend a Willpower to see flows of Essence for one turn. This lets you tell how much Essence someone has, as well as what their Permanent Essence is. It also lets you see if they have any Persistant Effects that are committing Essence active. Prismatic Spirits (****): You may spend a Willpower to strike dematerialized spirits. Prismatic Focus (****): Your rate of Essence regeneration increased by 1 per hour. Prismatic Unification (*****): You may spend a Willpower to act at any initative point, or to not be suprised.


Fighting Style: Charcoal March of the Spiders Style (***, ***, ****, *****, ******) Prerequisites: Strength: ***, Dexterity: ****, Stamina: **, Brawl: ****, Mastery of at least one mortal Martial Arts style.

Effects: Your character is trained in one of the secret styles of the hidden Sidereals. The Charcoal March of the Spiders is a style that focuses on emulating the Pattern Spiders which actively spin fate in Creation, emphasizing extreme mobility, amazing power, and lingering death. It is impossible to use any of these Manuvers if in armor.

Spider Dance (***): You may use the higher of your Dexterity or Wits for your Defense. If they are equal, you gain a +1 bonus to your Defense. Spider Slide (***): You may add your Brawl to your Defense instead of doubling it when making an all out Dodge. Spider Fang (****): Reduce any penelties for targeting a specific target, as well as any Armor bonuses, by 2. Spider Kick (*****): You may make up to your Brawl in attacks against seperate opponents. Each attack is at a -2 penelty. Spider Posion (******): You may spend a Willpower before making an attack. The attack deals lethal damage. Additionally, each turn the target must make a reflexive Stamina + Resolve roll. Until they accumulate your Permanent Essence in successes, they take one additional lethal damage at the start of each turn.


Fighting Style: Citrine Poxes of Creation Style (*, **, ***, ****, ******) Prerequisites: Dexterity: ***, Intelligence: ***, Wits: ***, Medecine: *****, Occult: ****, Brawl: ****, Mastery of at least one mortal Martial Arts style.

Effects: Your characteris trained in one of the secret styles of the hidden Sidereals. The Citrine Poxes of Creation is a style that strongly emphasizes manipulating the life force of others, using it to create or destroy seemingly impossible diseases. It is impossible to use any of these Manuvers if in armor.

Pox Touch (*): When trying to touch an opponent, reduce their Defense (and Armor, if applicible) by 2 (nWoD, pg 157) Pox Sight (**): You may spend a Willpower and touch a target, to learn what their Stamina, Resolve, and current health levels are. This requires you touch their skin. Pox Disruption (***): You may touch a target and greatly weaken them. When you make a successful touch, which requires you touch their skin, every two successes on the roll may reduce the target's Strength and Dexterity by 1, to a minimum of 1. Such a touch deals no normal damage. Multiple uses of Pox Disruption are not cumulative; only the highest result is kept. The effects fade after ten minutes. Pox Degeneration (****): You may spend a Willpower point and touch a target. This requires you touch their skin. On a successful touch, the target begins drowning in their own blood (nWoD, pg 49). At the start of each turn, they may either try and fight on through the choking, in which case they are at a -2 penelty and have their Defense reduced by 2, or may do nothing but try and clear their air passage, in which case they have no Defense and any attack against them is at +3. If they fight through the pain, they may roll the higher of their Stamina or Resolve; if they do nothing but clear their throat, they roll Stamina + Resolve. When they have accumulated 5 successes, the effect ends. Pox Hell (******): You may spend a Willpower point and touch a target. This requires you touch their skin. On a successful touch, every two successes on the roll may reduce the target's Strength and Dexterity by 1, to a minimum of 0. Such a touch deals no normal damage, but if a subject's Strength or Dexterity is reduced to 0, they are killed outright. Multiple uses of Pox Hell are not cumulative; only the highest result is kept. The effects fade after ten minutes.