MartialArts/DeepWaterStyle

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Deep Water Style

By Cold Water

Charms

Eternal Grasp Prana</b>

<b>Cost: 1 mote per die 
Duration: Instant 
Type: Supplemental 
Min. Martial Arts: 1 
Min. Essence: 1 
Prereqs: None

Old legends tell, that when the ocean’s endless depths get you, they won’t let you go. This is also true for those unfortunates, trying to escape the iron grip of a deep water fighter. For each mote the character spent to activate the Charm, he gets one additional die when trying to resist an escape attempt from a clinch. The character can’t more than double his Strength + Martial Arts dice pool.


Force From Below Technique</b>
<b>Cost: 1 mote per die 
Duration: Instant 
Type: Supplemental 
Min. Martial Arts: 2 
Min. Essence: 1 
Prereqs: Eternal Grasp Prana 

When you believe in old myths, many sailors, once fallen overboard, were dragged below the waves by unseen hands and carried forth by the currents. A martial artist with this Charm can grab an opponent with ease. For each mote of Essence spent on Force From Below Technique, the player may add one die to a single clinch or hold combat maneuver. She can’t more than double her regular Dexterity + Martial Arts dice pool.


Iron Fangs Attack</b>
<b>Cost: 2 motes 
Duration: Instant 
Type: Supplemental 
Min. Martial Arts: 2 
Min. Essence: 1 
Prereqs: Eternal Grasp Prana 

Deep down below the ocean, there are creatures with teeth like daggers, waiting silently for their prey. Using Iron Fangs Attack, a Exalted can harden his fingers, inflicting lethal damage with them. He also adds +2 to the damage. When his attack succeeds, the martial artist can try to maintain his grasp. This makes the arm virtually useless, but while the grip holds, he and his opponent are at -2 to all dice pools. The target can try to escape his grip like any other clinch. This Charm is incompatible with the use of weapons.


Silent Depths Technique</b>
<b>Cost: 2 motes 
Duration: Exalted's essence turn 
Type: Reflexive 
Min. Martial Arts: 2 
Min. Essence: 2 
Prereqs: Iron Fangs Attack 

The Exalted makes a complex sign with her fingers, extending her aura to become silent like the deep waters. It takes only a moment, but needs a free hand. The aura itself has no visible effect. While this Charm works, the character and everything she carries makes no noise of any sort. Even attacks, that hit her body are utterly quiet. This effect does not extend beyond her touch, but as long as she touches someone or something, it won’t make any noise.


Eternal Silence Prana</b>
<b>Cost: 5 motes 
Duration: One scene 
Type: Simple 
Min. Martial Arts: 3 
Min. Essence: 3 
Prereqs: Silent Depths Technique 

Like its predecessor, anyone under the influence of Eternal Silence Prana can’t make any noise. The Exalted becomes like the silent depths of the ocean, her aura suppressing any sound she makes. This Charm provides all the benefits of Silent Depths Technique, but holds for a scene.


Deep Water Form</b>
<b>Cost: 6 motes 
Duration: One scene 
Type: Simple 
Min. Martial Arts: 3 
Min. Essence: 2 
Prereqs: Silent Depths Technique 

An Exalted using Deep Water Form taps into the power of the cold ocean depths, where relentless, icy currents can freeze even the sturdiest body. The body of the deep water martial artist takes on a faint blue shimmer and becomes freezing cold to the touch, his hands inflicting lethal damage. For the duration of the Charm, the character also adds his permanent Essence score to his Martial Arts trait and damage dice pools. Whenever he attacks successfully, his cold hands leave an icy mark. The opponent’s dice pools are reduced by -2 for a number of turns equal to the Exalted’s Martial Arts score. While under the influence of Deep Water Form, the Exalted receives no penalties from fighting in or under the water. Only one Form-type Charm can be invoked at any one time. Invoking a new Form-type Charm automatically ends the effects of any currently active Form-type Charm.


Irresistible Pressure of the Deep</b>
<b>Cost: 1 mote per die 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 3 
Min. Essence: 2 
Prereqs: Deep Water Form 

An opponent in a clinch with the deep water martial artist is in big trouble. Through Irresistible Pressure of the Deep, the Exalted converts damage dice to automatic damage successes at a rate of one die per mote spent. This Charm can only be used when inflicting clinch damage and the character can’t spend more motes than his permanent Essence. A single damage roll can’t benefit from more than one application of Irresistible Pressure of the Deep.


Merciless Embrace Method</b>
<b>Cost: 3 motes, 1 willpower 
Duration: One scene 
Type: Simple 
Min. Martial Arts: 5 
Min. Essence: 3 
Prereqs: Irresistible Pressure of the Deep 

Infusing her muscles with the power of the relentless currents of the deep, the characters grip can pulverize bones. For the rest of the scene, the Exalted may add her Martial Arts score to his clinch damage dice pools. Naturally, this Charm is incompatible with use of weapons.


The Current's Path</b>
<b>Cost: 2 motes 
Duration: Instant 
Type: Supplemental 
Min. Martial Arts: 3 
Min. Essence: 2 
Prereqs: Deep Water Form 

Trying to divert the currents of the ocean is hopeless. So is trying to deflect the grasp of a deep water fighter. A clinch or hold attack, enhanced with The Current’s Path can’t be blocked or parried, only dodged.


Below the Surface</b>
<b>Cost: 3 motes 
Duration: Instant 
Type: Reflexive 
Min. Martial Arts: 3 
Min. Essence: 3 
Prereqs: The Current's Path 

Where other fighters fail, an Exalted with Below the Surface Prana is still able to get his attack through an opponent’s protection. When trying to inflict damage in a clinch, the martial artist fills the opponent’s armor with water. The fluid works as a transmitter for his pressure, transferring the damage through the armor to the body of the foe and negating any armor bonus, the opponent may have.


Eternal Darkness Prana</b>
<b>Cost: 5 motes, 1 willpower 
Duration: One scene 
Type: Simple 
Min. Martial Arts: 4 
Min. Essence: 2 
Prereqs: Deep Water Form 

With a complex gesture of his hand, the Exalted calls forth the darkness of the deepest seas. In a radius of (his permanent Essence x 2) in yards around him, all lights are suppressed. The result is a complete darkness, which can’t be illuminated by non-magical light sources. The character who invoked the Eternal Darkness Prana can see normally, but all others get a dice pool penalty equal to his permanent Essence.


Icy Tongue of the Deep</b>
<b>Cost: 2 motes per Essence lethal damage 
Duration: Instant 
Type: Simple 
Min. Martial Arts: 5 
Min. Essence: 3 
Prereqs: Eternal Darkness Prana 

After invoking the powers of the icy depths with a gesture of both hands, the Exalted extends his arms and breaths forth icy water from the deepest ocean trenches. Icy Tongue of the Deep has a reach equal to the character’s Essence in yards. The attack is rolled with the characters Perception + Martial Arts and does a base damage of his permanent Essence rating times the essence spent. This damage is lethal and even though armor won’t protect against it, natural soak-enhancements will. The attack can’t be parried, only dodged. The caster can’t spend more motes than his Martial Arts score. A living body hit by the gush gets cold and clammy. The target receives a dice pool penalty equal to the attacker’s Martial Arts score. This penalty fades away at a rate of -1 per turn.


The Empty Lungs</b>
<b>Cost: 3 motes 
Duration: Special 
Type: Simple 
Min. Martial Arts: 3 
Min. Essence: 3 
Prereqs: Deep Water Form 

In the dark depths of the oceans, pressure is a deadly foe. Utilizing this power, the Exalted takes away the ability to breathe with a mere touch, causing panic and confusion. The character makes a normal Dexterity + Martial Arts attack with his flat hand, scoring damage as usual. If the attack succeeds, all air is removed from the lungs of her victim and the opponent receives a dice pool penalty equal to the attacker’s Martial Arts score for the next turn. Thereafter, the penalty fades away at a rate of one point per turn.


Liquid Breath Attack</b>
<b>Cost: 4 motes 
Duration: Special 
Type: Simple 
Min. Martial Arts: 4 
Min. Essence: 3 
Prereqs: The Empty Lungs 

Pressure is not the only danger in the deeper waters. A diver, who can’t reach the surface will drown, his lungs filled with water. A martial artist with Liquid Breath Attack can summon the waters of the deep to fill his foes lungs. The Exalted attacks with a normal Dexterity + Martial Arts roll, which can’t be parried, only dodged. If successful, the character adds his Martial Arts score as automatic successes. This attack inflicts no damage. Instead, the lungs of the target are filled with water. This causes one unsoakable level of bashing damage immediately and every turn thereafter. The target can try to resist each turn with a Stamina + Resistance roll, adding all successes so far. Dice pool penalties for lost health levels subtract normally from this roll. After falling unconscious, the victim can still try to resist, but takes lethal damage each turn. The Charm ends, when the victim dies or accumulates successes equal to those scored by the character.

A target can only suffer from one application of this Charm at the same time


Fixing Gaze Prana</b>
<b>Cost: 6 motes 
Duration: One scene 
Type: Reflexive 
Min. Martial Arts: 4 
Min. Essence: 3 
Prereqs: The Empty Lungs 

The predators of the deep have perfected their hunting methods. Here, in the eternal darkness, they attract their prey with a small light source, extruding from their body. The deep water warrior can attract, confuse and paralyze even the most dedicated attacker. After this Charm is activated, the caste mark on the Exalted’s forehead begins to glow in a soft tone. The martial artist looks at the opponent, freezing him with his gaze. Her target receives a dice pool penalty equal to the character’s permanent Essence score as long as it stays in her sight. If the victim can escape the character’s gaze, even for a moment, the Charm ends immediately.


Bone Crushing Force</b>
<b>Cost: 5 motes 
Duration: Instant 
Type: Simple 
Min. Martial Arts: 4 
Min. Essence: 3 
Prereqs: The Empty Lungs 

The mighty pressure in the ocean’s depths can break bones like matches. When the character has an opponent in his grasp, either through a clinch or hold maneuver or the Iron Fangs Technique, he can decide to break it’s bones instead of doing normal clinch damage. This requires a successful Strength + Martial Arts roll, which the opponent can resist with a Stamina + Resistance roll. If the attacker scores more successes, he does lethal damage, adding automatic successes equal to his permanent Essence score to a Strength roll. The victim can resist only with Stamina and if it takes at least two damage levels, a bone is broken. The Storyteller decides which bone breaks depending on the hold of the character, but this usually results in an additional -2 dice pool penalty – be it from a broken limb or broken ribs pressing into the lungs.