Gayo/AnotherExaltedMartialArts

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Another Exalted Martial Arts

You know what? Fuck Martial Arts. I will explain my position on the matter more eloquently later, but for now let's just say that it's my least favourite part of Exalted. However, the basic idea behind Exalted's Martial Arts -- neat fighting traditions that define a person's combat style and have their own associated culture of dedicated warriors -- is good. So I'm not just going to scrap that. This is what I have instead. Note that for those of you who want something a bit more overtly supernatural, there are always Brawl charm trees.

"Brawl", by the way, is what the "beating things up without weapons" skill is called in Another Exalted. "Martial Arts" refers to something different -- a type of Merit that grants specialized combat techniques, analogous to nWoD's Fighting Styles. You can think of them a bit like thaumaturgy, except for pounding on people instead of making magic. Unlike thaumaturgy, martial arts are not necessarily tied to Brawl. They are always explicitly combative -- that's what the "martial" is for -- but they can use any combat skill.

The Basics

Each Martial Art style is a Merit rated between one and five dots. Each dot provides a further refinement of the style, granting passive bonuses or special techniques. They provide expanded combat functionality to mortals, but demand discipline and dedication in return. Once someone begins learning a style, it's hard for her to learn others: until she masters the original style, all other Martial Arts styles cost double the XP to learn.

Every Martial Art has the following basic characteristics:

  • Prerequisites: Like many other Merits, Martial Arts have prerequisites, which are often fairly stringent (at least for regular people). You can expect to require a good rating in the dominant attribute and in at least one of the appropriate combat abilities. You need to meet the prerequisites to take even the first dot of the style.
  • Stance: Every style has a stance that goes with it, which can be easily recognized by others familiar with the style. Adopting or changing a stance takes an action, after which the stance is maintained for the rest of the scene unless changed again. Dropping back to a stanceless state is reflexive. I might demand some kind of reflexive roll to keep stance when knocked down, I dunno. The benefits provided by stance vary from style to style.
  • Armor requirements: Some styles are incompatible with armor. You can't use their stance while wearing armor or using a shield, and if you don armor while in that stance, you fall out of the stance immediately. You can still use the style's techniques while armored unless they explicitly require you to be in the appropriate stance, however. You might think that an armorless style is useless for mortals, but remember that, for most people, wearing armor around isn't a realistic option.
  • Signature weapons: Every style is associated with certain signature weapons (which may include unarmed attacks). Most of the techniques associated with the style can only be performed with a signature weapon, though this will be stated on a case-by-case basis. For styles whose weapons span multiple skills, you need to use the skill appropriate to the kind you're currently wielding. You want to wield a seven-section staff with your Brawl? Fuck you, get out of here.

Each successive dot of a style expands its functionality, providing one of the following benefits:

  • Stance: A passive benefit that the martial artist receives while using the style's stance. Most styles provide several levels of stance benefits -- a martial artist with sufficient skill receives all their effects at once.
  • Maneuver: A specialized combat technique that takes an action to use. Maneuvers are generally variants on the basic attack, so they can benefit from charms designed to enhance attacks. Some require Focus (preventing defense during the same turn), and they often have drawbacks like Agency costs or penalties to differentiate them from the normal attack.
  • Reflex: An ability that can be activated reflexively under certain circumstances. All Reflexes have a drawback that constrains their use. This may be something like "using the reflex costs one Agency" or "you can only use this ability once per scene.".

A style's techniques often make use of the same keywords used by charms, and follow the same rules as charms with respect to those. For instance, the rule that you can't counter a counterattack applies whether the counterattack is magical or mundane. Maneuvers and Reflexes also use an additional keyword, Style-Weapon, indicating that they require the use of one of the style's signature weapons.

Martial Arts and the Exalted

These techniques are a far cry from their reality-warping cousins in regular Exalted, but in the hands of an Exalt they're still quite potent. The Chosen pay half the usual XP cost for Martial Arts merits. What's more, each type of Exalted has a set of Essence-only charms that augment their Martial Arts styles, enhancing their functionality in characteristic ways. These are regular charms, so they can only be learned by the appropriate type of Exalt (and by Eclipses and Moonshadows willing to pay through the nose). Thus, while every style is quite different, martial arts practiced by the Exalted are likely to carry a distinct "flavor".

The Martial Arts enhancement charm trees are fundamental and exhaustive. It's not possible to create more, although one can create regular combat charms that synergize with or require specific styles. The following Charm begins every Martial Arts enhancement tree, and can be learned in this form by virtually any Essence-channeller. Eclipses and Moonshadows may use their Solar version as a prerequisite for the enhancement charms of other Exalted.

OVERWHELMING MARTIAL PROWESS

Cost: --
Mins: Essence 1
Type: Permanent
Keywords: none
Prerequisites: none
Charm Style: Universal
Whenever a Martial Art requires Agency to activate its benefits, you can substitute 2 motes of Essence for a point of Agency.
You take no XP penalty for learning multiple styles at once, and when learning a new style you can ignore Trait prerequisites (including Merits) that are less than or equal to your Essence.

Enhancement Charm Trees

These, uh, need some work yet.

Solar Martial Arts Enhancement

BURNING AURA STRIKE

Cost: 2m
Mins: Essence 3
Type: Supplemental
Keywords: Obvious, Holy
Prerequisites: ???
This charm supplements any Martial Arts maneuver with the potential to inflict damage. The maneuver gets a +1 bonus to its accuracy, and inflicts aggravated damage against creatures of darkness.
This charm can explicitly supplement actions of any ability. However, it can supplement only Martial Arts maneuvers, not Simple charms or regular attacks.

IDEAL TECHNIQUE EXECUTION

Cost: --
Mins: Essence 3
Type: Permanent
Keywords: --
Prerequisites: ???
Any numerical bonus that your Martial Arts grant you is either doubled or increased by your Essence, whichever benefit is smaller.



Lunar Martial Arts Enhancement

Yes, you can use these in animal form. A fish is going to look pretty weird doing Mantis Stance, but it can.


LIQUID STANCE ATTITUDE

Cost: --
Mins: Essence 2
Type: Permanent
Keywords: none
Prerequisites: Overwhelming Martial Prowess
You can perform a Stance Change action reflexively by spending 2 motes. This can be done at any stage of action resolution.

STYLE UNIFICATION KATA

Cost: --
Mins: Essence 3
Type: Permanent
Keywords: none
Prerequisites: ???
Moonsilver weapons and Brawl-based combat actions (including clinches) are considered signature weapons for all of your Martial Arts styles, and you get a +1 damage bonus to them so long as you are in a stance.

JOVIAL ADROIT REPLY

Cost: --
Mins: Essence 3
Type: Permanent
Keywords: none
Prerequisites: ???
You ignore the Drawback of any Reflex-type Martial Arts technique you use.


Dragon-Blooded Martial Arts Enhancement

WALLED FORTRESS EXPERTISE

Cost: --
Mins: Essence 2
Type: Permanent
Keywords: none
Prerequisites: Overwhelming Martial Prowess
All your Martial Arts styles are considered to be compatible with armor. If using a Stance while unarmored and not using a shield, you have +1 natural soak.

IMMACULATE TECHNIQUE

Cost: 1m per point of penalty
Mins: Essence 2
Type: Reflexive, One Scene
Keywords: none
Prerequisites: Overwhelming Martial Prowess
Each point committed to this charm allows you to ignore one point of penalties that your Martial Arts impose on you (such as through drawbacks). However, penalties cannot be reduced below -1.
At Essence 4, you may spend a point of Agency when activating this charm to allow penalties to be reduced to 0.

TIRELESS PURSUIT OF PERFECTION

Cost: --
Mins: Essence 2
Type: Permanent
Keywords: none
Prerequisites: Overwhelming Martial Prowess
Specialties for particular weapons or modes of attack are raised by 1 whenever you use the Stance of a style whose signature weapons include the Specialty. This can raise a specialty above +3, and can increase the spending limit for Capped charms.

FIVE DRAGON FURY

Cost: 5m or 3m
Mins: Essence 3
Type: Simple, Until stance ends
Keywords: Obvious, Elemental, Focus
Prerequisites: Walled Fortress Expertise, Immaculate Technique, Tireless Pursuit of Perfection
This charm functions like a Stance Change action that causes your anima to flare at the 8-10 motes level. So long as you maintain the assumed stance, all attacks with that style's signature weapons gain an augmentation appropriate to your element. I'll list the five elemental effects in the DB charms section at some point.
Five Dragon Fury costs 5m normally, but the cost is reduced to 3m if using a style you've mastered.


Sidereal Martial Arts Enhancement

ETERNAL READINESS EXERCISE

Cost: --
Mins: Essence 2
Type: Permanent
Keywords: none
Prerequisites: Overwhelming Martial Prowess
You can maintain a Stance indefinitely and invisibly. Once you've assumed a Stance you can stay in it for as long as you wish, even while asleep or incapacitated. What's more, you need show no outward signs of using a Stance at all, meaning that others can't tell what style you're using without seeing you fight. If I decide to require a roll to maintain stance when knocked down, this charm will ensure.that you always succeed.

FROZEN MOMENT MASTERY

Cost: --
Mins: Essence 2
Type: Permanent
Keywords: none
Prerequisites: Eternal Readiness Exercise
If your Martial Arts Styles create any effect that lasts more than one turn and less than one scene, you can multiply that duration by your Essence. You may decide whether or not to extend an effect's duration on a case-by-case basis.
The time required to learn or invent Martial Arts styles is divided by your Essence. If you are tutoring someone in a style they receive this benefit as well, but their time is divided by the lower of your Essence and theirs.

OPEN BOOK UNDERSTANDING

Cost: --
Mins: Essence 3
Type: Permanent
Keywords: none
Prerequisites: Frozen Moment Mastery
Anyone who has visibly adopted the Stance of a style you have already mastered (raised to •••••) is an open book to you. Treat them as if they have an "Open Book" Aspect that can be used for anything that involves predicting their moves or fighting them physically. This functions like a normal Aspect except that they receive nothing when it is compelled, and only you can take advantage of it.

EVERY STAR IN HAND

Cost: 1 mote per extra stance
Mins: Essence 4
Type: Simple, Indefinite
Keywords: Focus
Prerequisites: Open Book Understanding
This charm is a specialized Stance Change action. For every mote you commit, you can use an additional stance simultaneously. All the stances are subject to Eternal Readiness Exercise and other stance modifiers, and their benefits stack with one another. You must decide on all the stances you wish to adopt when you use the charm, and you cannot change stance again while the charm is in effect. When the charm ends you may choose one stance to retain, losing the others.
The maximum number of stances that you can use at once is equal to your Essence, and this includes the regular stance that you would get anyway.


Abyssal Martial Arts Enhancement

POISONOUS MALICE PRANA

Cost: --
Mins: Essence 3
Type: Permanent
Keywords: --
Prerequisites: ???
Any numerical bonus that your Martial Arts grant you is increased by one. Any numerical penalty that your Martial Arts impose on others is doubled.


Martial Arts Styles

This is a sampling of Martial Arts to demonstrate the power level and cover the main bases. You are encouraged to design your own, but make sure when designing a style that it's of use to mortals and to every type of Exalted -- if you're going to make a style specifically to synergize with a given set of enhancement charms, you should probably just make it a charm tree in the appropriate combat ability.

Snake Style

Snake Style emphasizes elegant, sinuous movement and rapid, decisive attacks. These techniques are designed for people who favour finesse over power and are unlikely to be equipped for battle, so the style is most common among diplomats and travellers who fear attack but do not lead a martial lifestyle.

Prerequisites: Dexterity 3, Athletics 3, Composure 2, (Brawl or Melee) 2
Signature weapons: Unarmed strikes, grappling, knives, seven-section staves
Armor: Snake Style is incompatible with armor.

Snake Style •: SERPENTINE EVASION

Type: Stance
The martial artist can contort himself with improbable speed, shifting position with the fluid grace of a snake.
The Snake Stylist gets a +2 bonus to Initiative, and so long as he is not grappling or completely restrained, he can dodge without moving from where he stands by bending out of the way of attacks.

Snake Style ••: VENOMOUS NERVE STRIKE

Type: Maneuver
Keywords: Crippling
The martial artist can cripple his foes by striking at their weak points.
This maneuver functions like a regular attack with a numbing effect. If the attack's net damage exceeds the target's Stamina + Essence, they suffer a -1 penalty to physical actions, Initiative, and Movement for 4 turns (including the current). Repeated uses of the maneuver renew the duration, but do not increase the penalty.
The Crippling side-effect involves striking pressure points, so it fails against the undead and unliving, as well as against targets with wholly alien physiologies.
Drawback: Attempting this maneuver costs a point of Agency.

Snake Style •••: HYPNOTIC GRACE

Type: Stance
The Snake Stylist moves in slow, fluid arcs and delivers deadly strikes with an elegant touch.
So long as the character can move, anyone who sees his serpentine dance suffers a -1 visual penalty to hit him. This benefit applies even if the character is otherwise incapable of defending himself. Moreover, a Snake Stylist at this level of mastery can substitute Dexterity for Strength for actions involving his signature weapons (including checks to initiate or control a grapple).

Snake Style ••••: UNCOILING SERPENT BITE

Type: Maneuver
Keywords: Focus
Dedicated Snake Stylists have deceptive reach, and can lash out at distant foes with ease.
This maneuver counts as both an attack and a Dash action, and the character is considered to be doing both at once for the purposes of effects that augment either.
Drawback: The attack suffers a -1 penalty thanks to the character's divided concentration.

Snake Style •••••: SNAKE STRIKES THE HEEL

Type: Reflex
Keywords: Counterattack, Style-Weapon
A master of the Snake Style can launch a deadly counterstrike against an unworthy foe.
After successfully dodging a hand-to-hand attack, the martial artist can launch a counterattack using any signature weapon other than a grapple.

This functions like a regular attack (and is subject to the typical limitations), but its base rating is equal to the assailant's hit result rather than being based on the martial artist's own ability. For example, if he dodges an attack that rolled an 8, he rolls his counterattack using a base value of 8.

Drawback: This ability can be used only once per turn.

Mantis Style

Mantis Style is a defensive art built around parrying and rapid, minimalist movements. It's ideal for disabling or beating off opponents without injuring them, so it's most widely used by law enforcement or by monks who dislike violence but wish to protect themselves.

Prerequisites: Stamina 2, Strength 2, Dexterity 2, Brawl 2, Melee 1, (Brawl or Melee) 3, Exertion 2
Signature weapons: Bare hands, grappling, Disarming weapons (like sai and hook swords).
Armor: Mantis Style is fully usable while armored.

Mantis Style •: SPREAD-WINGED DEFENSE POSTURE

Type: Stance
The most basic technique of Mantis Style teaches a fighter to easily catch and turn her enemies' blows.
The martial artist is not subject to the off-balance penalty (for being attacked before her initiative), and gets an additional +1 bonus when using a stunt to parry.

Mantis Style ••: SNAPPING PINCER GRAB

Type: Maneuver, Touch
Keywords: none
The character grabs her opponent with the blinding speed of a mantis' claws, slipping past defenses in a blur.
This maneuver functions like an attempt to initiate a grapple, but the target is at a -1 penalty to defend against it, and does not benefit from their weapon's Defense bonus (if positive).
Drawback: This maneuver can only be used against someone who hasn't yet acted this turn. If it fails, the martial artist suffers a -2 penalty to defense for the rest of the turn.

Mantis Style •••: IRON-ARM BLOCK

Type: Stance
The martial artist's defense is as unyielding as an iron door. She can knock aside weapons with the smallest of motions.
A Mantis Stylist at this level of skill may use Strength in place of Dexterity when parrying, and gets a further +1 bonus to defense when Guarding.

Mantis Style ••••: GRASPING CLAW METHOD

Type: Reflex
Keywords: Style-Weapon, Counterattack
With this technique, the stylist can catch an opponent's strike and wrench away their weapon in a single motion.
The character can make a reflexive disarm attempt after using a signature weapon to successfully parry an attack. The attack must have fallen short by at least 3 points.
Drawback: Using this ability costs a a point of Agency.

Mantis Style •••••: GENTLE INSISTENT SUBDUAL

Type: Stance
A master of Mantis Style wields tremendous force with a feather-light touch. Her array of holds and joint strikes allows her to disable far stronger opponents.
When the character inflicts a consequence using bashing damage, she may choose the consequence herself. If she exercises this right, the consequence fades at the end of the scene, regardless of its severity.
The character also receives a bonus equal to her Exertion when attempting to control a grapple, so long as she is not trying to damage her enemy.