LuminousSanctum/FV

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Flowing Void Form Style

"Empty yourself and become all things. When you empty your mind of possibilities, then all things become possible."

Introduction: A rare and poorly understood style the Flowing Void Form is now officially practiced only by a handful of Sidereals - mostly for the sake of curiousity. Seasoned combatants claim it is too much theory and too little substance. Reasoned scholars conclude that the basic suppositions the style is built on are illogical. The Sidereals, as usual, refrain from commenting at all. Despite the stigma against the Flowing Void a growing number of newly Exalted Solars have begun to use this unorthodox method of combat. That they do so almost naturally and without formal training is a mystery, but an almost understandable one; at it's core the Flowing Void is the total embrace of the intuitive. For the acolyte, the Flowing Void is a means of stretching mortal limitations. For the master, it is an understanding that there are none.

Metagame Introduction: The heart of this style is encouraging crazy Wu-shu action by enhancing the effects of stunts. Yes, stunts! This style has few scene long effects and no devastating attacks or counters, so it will only be as powerful as it's wielder is creative.

Weapons and Armor: A practicioner of this style may use any one 'signature' weapon as his style weapons. A signature weapon is one he has wielded extensively (And really should have some specialty dice in) and has a deep connection to. This can even be his feet, fists, or favorite hat for that matter, but it must be specific. Armor can be worn for this style, but as the reliance on armor chafes with the quick motions and intuition of the style, those who master the art find it more and more uncomfortable and unreasonable to wear. The movement and fatigue penalties are increased by the wearer's Essence.


Pressing the Limits Understanding

Cost: None
Duration: Permanent
Type: Special
Minimum Martial Arts: 3
Minimum Essence: 2
Pre-requisite Charms: None
"Begin not with what you think you can do. Begin with what you will do."

The first step to mastering the Flowing Void is to step beyond the limits of common sense, and in some ways, reality. The martial artist begins to see this as he transcends the boundaries of his abilities, first in drips, and eventually in a great pouring. From now on, whenever the martial artist rolls Stunt dice for any combat or athletics related reason the target number for success on those dice (and those alone!) is reduced by his (Essence - 2). This cannot reduce a target number below 3.

      • I'm BROKEN! Please fix me!***

Gravity Defying Step

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 2
Pre-requisite Charms: Pressing the Limits Understanding
"You are Chosen of the heavens - do you really think the earth can hold you down?"

Through meditation the martial artist understands that the flow of essence within him is not bound by the earth beneath his feet. Through practice the martial artist understands that by flowing with his essence, neither is he. Until his next turn the martial artist's leaping distance is multiplied by his Essence. He may also freely control the distance he is knocked back by any attack (minimum of the attacker's essence score), and if knocked prone may stand instantly.


Adrenaline Embracing Kata

Cost: 3 motes, 1 willpower
Duration: Essence in Turns
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 3
Pre-requisite Charms: Gravity Defying Step
"Your body may be cut, broken, worn and dying, but still your essence flows through you. Do not think of your wounds. Do not feel pain. Embrace the flow and move."

The body uses adrenaline to alleviate pain so that it can function in the most stressful situations. With this kata the martial artists uses his essence to take that one step further; no matter how ravaged his physical body is, he still moves with the power and grace of a true master. For his Essence in turns the martial artist ignores all wound penalties.


Faster Than Eyes Follow Prana

Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 3
Pre-requisite Charms: Gravity Defying Step
"You are not as fast as the wind. You are as fast as you want to be."

With brief concentration the practicioner is capable of incredible bursts of speed. When the martial artists moves it is with a fierce, merciless rapidity that opponents are hard pressed to follow with their senses, let alone match with their movements. This turn the martial artist's movement rate is multiplied by his essence, and he may make an action even if he takes the full normal move (Not sprinting!). The martial artist may use this to strike at an opponent and then retreat from combat.


A Thousand Blows, Then Silence

Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 3
Pre-requisite Charms: Faster Than Eyes Follow Prana
"Men who believe they have limits are limited to what they believe. If you overcome those beliefs, if you shatter those limits, what defense can they have?"

Nothing is more irritating than when flies try to impede the progress of the Chosen. Of course, what fly can possibly stand up to the inhuman speed of the Flowing Void warrior? Extras may not defend against the martial artist's attacks this turn and count as having only one health level against his attacks.


Finding the Weakness Intuition

Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 3
Minimum Essence: 2
Pre-requisite Charms: Pressing the Limits Understanding
"Water slips through the eye of a needle. Flow as water, and slip through your foe."

The strongest armor has weakpoints and the most skilled warrior has openings. Relying on instinct alone the martial artist twists, flows, and finally strikes where his opponent is most vulnerable. This charm is used to supplement an attack action. Roll Perception + Stunt dice. Should the attack action succeed, each success inflicts an unsoakable health level of damage. (For dramatic effect this Charm's rolls should be made before the defender makes any rolls, giving him the chance to mount a desperate defense to your attack should it look particularly lethal.)


Perceive the Pin Drop Awareness

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 2
Pre-requisite Charms: Pressing the Limits Understanding
"Presence clouds the senses. In absence of thought all things become seen, all actions become present."

Intuition becomes precise, and even slightest motion or faintest sound alerts the practicioner to his opponent's intent. The martial artist counts as aware against all attacks this turn. This charm is automatically used when the martial artist is attacked by someone he is not aware of, and does not count as a use of a charm for that turn.


Slowing Time Concentration

Cost: 5 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 3
Pre-requisite Charms: Perceive the Pin Drop Awareness
"Time flows as you do. Flow slowly."

For the martial artist, time seems to freeze and movement slows to the barest crawl. He can see every blow coming and react to it long before it arrives. The practicioner may defend against all attacks this turn with his full parry or dodge dice pools.


Sublime Mastery of Motion

Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 3
Pre-requisite Charms: Perceive the Pin Drop Awareness
"Your opponents strike where you are. Move, therefore, where you are not."

The practicioner has begun to truly rely on intuitive motion. He bends, ducks, and weaves through battle seemingly without effort, twisting easily away from leaving empty air where his opponent's blows would fall. Attacks (Both ranged and melee) against the martial artists increase their difficulty by his permanent Essence. Attacks from Charms, Spells, or weapons made from Magical Materials subtract the difference in Essences instead, unless the attacker has a higher Essence - in which case the Mastery of Motion has no effect.


Impossible Evasion Technique

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 3
Pre-requisite Charms: Sublime Master of Motion
"When faced with an impossible situation, choose an impossible solution."

This Charm may only be used in conjunction with a stunt. Make a normal Dexterity + Dodge roll against any attack; this can even be used against a perfect attack, though it is not perfect in itself and the outcome relies on your dice rolls. Even area attacks may be dodged, but you must get clear of the effected area - leaping off cliffs or through windows is always suggested. Dodges made with this Charm should always put the martial artist into an inconvenient - if not dangerous - position as the evasion should be one no sain person would attempt!


Flowing Void Form

Cost: 10 motes
Duration: Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Pre-requisite Charms: Faster Than the Eyes Follow Prana, Sublime Mastery of Motion
"Your mind is empty, knowing all things. Your body is water, flowing in all directions."

The ultimate Form of the Flowing Void style is not true form at all. Rather, it is a way of fighting that completely encompasses the ideals of perfect intuition and power that goes beyond mortal limits. As long as this form is used successes on all Stunt dice (For combat and athletics purposes) are doubled. The martial artist may freely improvise Flowing Void charm combos. However, if the same improvised combo is used more than once in the same Story, he must purchase it as soon as you have enough experience to do so. Only one Form Charm can normally be used at a time.


Unity of Purpose Coordination

Cost: 5 motes, 1 willpower
Duration: Scene
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Pre-requisite Charms: Flowing Void Form
"When concentration is on nothing dividing it is easy."

Whether with unbelievable speed or untouchable agility the Flowing Void master acts with inhuman levels of power and control. He may wield two weapons with no off-hand penalty. Each hand gets an Independent Action which may be split normally (Or each foot, if you're really off the wall).


Flowing Like Clear Water Insight

Cost: 5 motes, 1 willpower
Duration: Scene
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Pre-requisite Charms: Flowing Void Form
"I control the flow of power... relax the whole body to be able to react to any movement. I become like water."

Reaction gives way to action. No longer seeking merely to anticipate or evade an attack the Flowing Void master strikes at his opponent even as his opponent strikes at him, combining attack and defense into a single fluid motion. When the martial artist successfully dodges an attack he may immediately make a counter attack with MA + Essence. Only charms may defend against this.

Comments

And here is my second attempt at a style. Bonus points to whoever gets the last flavor quote ;). Illuminaire

While the style is again, well described, and quite intriguiging, I'm concerned about low Essence requirements, and some possibly cheesable mechanics. For example,

  • the opening charm reduces TN on stunt dice. By how much? At least 2, because that's the minimum starting Essence for an Exalt. That takes the TN from 7 to 5. By Essence 3, you're at TN 4, the lowest TN's can go (in the Siddies book, at least). By Essence 4, you're either at TN 3 (which canonically can't happen) or you automatically assume that they're all successes, which is what canonically does happen. Suddenly, all of the other charms relying on stunt dice succeeding, or stunt dice helping cause unsoakable damage seem a lot more scary, as that's a permanent effect. Essentially, once you hit Essence 4 (possible with a starting Illuminated Solar), you need never worry about stunt dice again. With the Daredevil merit from the PG, you get even more insane, with essentially 2 autosuccesses on every roll for the rest of your life. After all, it doesn't specify that the only TN's lowered are for MA stunts, but for any stunt. Feel like stunting a craft roll? Sure, you've got Daredevil, Essence 4, and the first charm in this style, and therefore at least 2 autosuccesses. 4 Autosuccesses if you're good.
  • Same thing with the 3 mote could-be-perfect dodge. With lowered TN's, it's highly likely that you'll get that success, and you've just out-ubered seven shadow's evasion, in that it costs half as much to use, has only four prereqs (follow the charm tree) and has lower requirements (MA 4, Ess 3).
  • What about the charm "Sublime Mastery of Motion", which is a reflexive instant for 3 motes that increases the difficulty of dice actions against the character by his permanent Essence? (It has MA 4, Ess 3 requirements) Well, for 3 motes, you can not only use it like a parry, or a dodge, but also to keep from getting tied up. Or for that matter, you can use it in any contested roll, such as a social situation, when someone is trying their Charisma+Presence against your Willpower. Even if you change the text to say "increases difficulty of attacks", thus getting rid of the cheesy super-applicability (mind, this is neither a dodge nor a parry, and thus applies to all incoming dice effects, even sorcery), there's the issue that you're getting at least three auto-defense successes against something for only 3m. Given that a reasonable (not super) Dex+Melee parry pool is, say, 8, with something like DSD, you're feeling pretty good if you get 4 successes. Save that this charm provides a difficulty increase of 3 (at start) for only 3m, and this is in addition to any parries or dodges you're using, and also slides past the traditional dice-adder cap, insomuch as it doesn't add to your pool, it increases difficulty.
  • Faster Than Eyes Follow Prana - Multiplies your movement rate by your Essence (minimum 2 for the charm), and allows you to take full sprinting move and still attack in a given turn, and allows you to split it such that you attack and retreat with your move, and notes that you can only be hit on the initiative tick that you hit someone if you use this hit-and-retreat method. Suddenly, you own the field. Moving at not twice your normal speed, but twice your sprinting speed, you suddenly can out move everyone on the field, even the anima-enhanced Full Moon you're fighting. You win initiative through some trick, even if it's just VBoS's init booster, or perhaps something else (high init weapon, for example), run up, hit them before they can respond, and run away. There's no way for anyone on the field to catch you, and you can hand-to-hand anyone to death as long as you win init. If you lose init, and you're in Power Combat, you can still force them to hold their action as long as you'd like, lowering their die pools, until you run in and slice them up. If your attack pools are good enough, you can even just hold until their pool is zero, and yours isn't. Movement charms are nice, even ones that multiply movement for the turn, but allowing you to use your full sprint and still attack can be dangerous (see one of the PC300-style combat lectures involving a Full Moon for why), but explicitly noting that you can do hit-and-fades with this movement is nightmarish, especially for Essence 2.
  • Armor. You allow it, in all forms. You also note that you double the movement and fatigue penalties. Pardon me for saying so, but if I were to make a character using this style, that you can guarantee I'd be having some armor that had zeroes for both. Be it moonsilver, or simply artifact-boosted, it's not that tough to get zeroes for those values at character creation. Doubling zeroes is effectively no penalty, and suddenly, you've got this stunt-crazy Wu-Shu style guy jumping around and barely saving his butt ... in Lamellar Armor, with a rather nice soak as a result. Armor is pretty rare among most MAs, as it's a BIG bonus, and while having some penalty, a doubling isn't the right way to go. I'd recommend something more fixed, such as a "The movement and fatigue penalties are increased by 2" or perhaps, if you want to go real Wu-Shu "As the reliance on armor chafes with the quick motions and intuition of the style, those who master the art find it more and more uncomfortable and unreasonable to wear. The movement and fatigue penalties are increased by the wearer's Essence."

Overall great imagery, but I had to comment on what I saw as some pretty big mechanical holes. - GregLink, who swears he always signs his comments, and is confused exactly how he missed this one...

Perhaps use scaling effects that cap at your Essence? Also, I think the mechanic for Pressing the Limits Understanding is somewhat iffy, as there's a clear implication (or perhaps it's an explicit statement; I don't remember) in the Sidereals book that martial arts shouldn't reduce TNs. Perhaps double the number of extra dice you get for stunting? And for such a low-Essence, low-tier Charm, I'd suggest making it a scene-long, rather than a permanent. (Also, sign comments! :P) - Kurulham
Mmm, good points! I'm glad you took the time to look over everything so thoroughly; it's easy for me to lose track of the mechanical problems when I'm only thinking of how I was planning to use something. Let's see how I can address each issue...
  • Added a use limitation and lessened the immediate effect of the first Charm.
  • I never intended for FTEF to be used with sprinting... eep! Changed the wording... you can now use your full normal move and attack, specifically. No sprinting! Also deleted the 'hit and run' part... if your move is high enough you still can, but not as easily.
  • Impossible Evasion was too good. I altered it - it can dodge 'undodgeable' attacks, like a perfect, but it's not actually perfect itself. You have to roll for it and hope =D. The 'circumstancial inconvenience' remains.
  • I upped the cost of Sublime Mastery of Motion and made it significantly less effective against non-mortals.
  • I shamelessly ripped your suggestions and wording on fixing the armor problem. Thanks!

I'll have to try to playtest this a bit and see how it works. Ideally, the style should encourage wild antics, burn through Essence like candy, but gain a decent bit back from properly executed stunts. Hopefully with everyone's help I'll get that to work - Illuminaire

Doh! Good thought Kurulham... doubling might be a bit too powerful, especially with the Form Charm as it is. Anyone have some good ideas for a Stunt-enhancing opening Charm? Illuminaire