MartialArts/FoxSpiritStyle

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Fox Spirit Style

By Aphrodisiac Phobia

Background

A Lunar Martial Arts Style for use in Hybrid form.

The Fox Spirit Style of Martial Arts was developed by the First Age Lunar Moonsilver Fox. This Martial arts style was developed for those quick of mind as well as quick of body. This style is more finese then power and tends to be more defensive then damaging. Due to the nature of this style to utilize a lunars link to his totem spirit and the ability to shape change it is unsuitable for anyone other than the Chosen of Luna.

All charms in the Fox Spirit Style may be used with light or Moonsilver armor. None of these charms may be used with any weapons Including M.A. weapons or Brawling Aids.

In order to learn this form a Lunar must have a Minimum dexterity score of 5 in Hybrid form and must have a minimum Wits and perception score of 3. She also must have the D.B.T. gift of Beastial reflexes. If she does not have Terrible beast Claws or another Gift that allows her to do Lethal damage then she may only deal bashing damage with the use of these charms.

This martial arts form is taught to a Lunar by a Fox Spirit and as such would require either the ability to interact with spirits or the aid of a mentor who can do so. This style is not taught to just any old lunar who requests it. They must have some kind of a Fox or other quick witted and agile predator as their totem. The Fox Spirit is the one to decide if the Lunars Totem is compatible with the teachings of this style.

More often than not the Fox Spirit will require tedious and risky pranks or quests to be performed before teaching the next charm in the style. Only those Lunars who truly impress their fox spirit mentor ever learn the final charm in this style.

Charms

Cunning of the Fox</b>

<b>Cost: 2 Motes
Duration: Instant
Type: Reflexive
Min. Wits: 3
Min. Essence: 1
Prereqs: Deadly Bestman Transformation

Much like the fleet footed Fox this charm allows the Lunar to quickly manuever while engaged in combat. When the player rolls initiative they may substitute their Wits score for the result of the initiative roll. This charm may be activated after the player has rolled initiative. Cunning of the Fox is explicitly permitted to be part of a Combo with Charms of other abilities.

Example: Swift Claw has a base initative of 10(dex5+Wits5) her player rolls for initiative and scores a 3. Swift Claw spends 1 mote of essence and instead subtitutes her Wits(5) for her roll(3) thus granting her an initiative of 15.


Fleeting Feet Kata</b>
<b>Cost: 4 Motes
Duration: One turn
Type: Reflexive
Minimum Perception: 3
Min. Essence: 2
Prereqs: Cunning of the fox

Like a cornered mouse the Lunar utilizes near omnicient perception to dart away from a lethal blow a mere instant before it lands true. So long as the Lunar has a higher initiative then her would be attacker(s) she may use this Charm. For the cost of 4 motes the characters difficulty to be hit is equal to the sum of his or her Perception + Dexterity divided by 3 rounding down for the remainder of the round. Fleeting Feet Manuever must be activated at the beginning of the round. Fleeting Feet manuever is explicitly allowed to be part of a combo with Charms of other abilities.

Example: Eyes of Night is surounded by 3 Dynast Soldiers. Her opponents initiatives are 8,10,12. Eyes of Night has a 14 initiative. Eyes of Night Spends 4 Motes of Essence and for the remainder of the round her difficulty to be hit is (Perception 4 + Dex 6 (10) Divided by 3 = 3. Like a cornered mouse she begins to dart in and out of the frey just barely avoiding their blows as they fall.


Tail Nipping Twist</b>
<b>Cost: 3 Motes +1M per 2 dice penalized
Duration: Instant
Type: Reflexive
Min. Wits: 3
Min. Essence: 2
Prereqs: Cunning of the fox

Just as a Snake, fox, wolf or any number of animals can quickly and violently turn at an instant to strike a foe on the hand as they attempt to grab their tail so to can a Lunar make a quick as lightning spin and nip the hand or weapon of a foe. So long as the lunar is aware of the presence of a foe, when he tries to attack the lunar from behind the lunar may suddenly turn and attempt to bite the offending limb or weapon in her mouth. For the cost of 3 motes of essence the lunar may attempt to prevent an attack made at her from her flank or rear by biting her foe BEFORE he has a chance to strike. The player rolls her Wits + Martial Arts, plus any bonuses from Gifts or Specialties, Difficulty of her opponents Dexterity. If she hits then the bite deals Str+2B - ( Unless she has Gifts which add to bite damage such as Savage moonsilver talons ) - This damage occurs before the attacker makes his attack roll.

Each point of Raw Presoak damage reduces the intended attack dice pool of her attacker by 1 die, but may not reduce the dice pool to less than 1 die, and costs the Lunar using this charm 1/2 mote round up. If the lunar does not have enough motes to pay for all of the damage rendered then the victim only sufferes an amount of penalty dice equal to the amount of essence the lunar can afford to spend X 2, but the Raw presoak damage remains as is.

This Charm may only be used once per round. Tail Nipping Twist is explicitly allowed to be part of a combo with Charms of other abilities.

Example: Culls the herd is aware that during the current melee one of his foes has manuevered behind him and is preparing to stab him in the back. Culls the herd spends 2 motes of essence and spins 180 degrees and lunges forward with a wicked bite to his opponents sword hand. He rolls his wits(4) + Martial arts(3) + specialty M.A. fighting with tooth and nails(3)= 10. He rolls and gets 6 succeses. His opponents dexterity is 3 so that's 3 succeses! He rolls str 5+3(Extra succeses)+1L = 8 Raw Damage = Minus 8 Dice from his opponents Attack. However Culls the herd only has 3 motes of essence to spend and therefore his opponent is only penalized 6 dice on his attack not 8. His opponent has 5L/7B soak and so he takes 3 health levels of damage putting him at -1 die. As a result of the -1 from injury and the -6 dice from the Tail Nipping Twist his dice pool is reduced to Zero (0). However he may still roll one die. He rolls a 4 and misses.


Wise Fox Form</b>
<b>Cost: 4 Motes
Duration: One Scene
Type: Simple
Min. Wits: 4
Min. Essence: 2
Prereqs: Fleeting Feet Manuever, Tail Nipping Twist

When entering the Wise Fox Form the lunar spends 4 motes of essence while growling, purring, or screeching in imitation of his totem animals natural sounds. The player then rolls Wits + Martial Arts. If the roll fails the motes of essence are not used but he does not enter the Form. If he does succeed the following benifits are gained.

First for the remainder of the scene the Lunar adds her Wits Score to her Initiative total. Next the Lunar gains a number of automatic succeses equal to her Wits score on any and all dodge actions.These succeses are from wits and as such stack with any auto succeses from Dex that subsequent sources may add to these dice pools. Finally so long as a character is not splitting her dice pools she may make one extra dodge action per round at her full dice pool.

Wise Fox Form is explicitly allowed to be part of a combo with Charms of other abilities. No more then one Martial Arts Form type may be used at any given time. if a player activates a Charm from another martial arts style this charm ends.


Metabolism of the Fox</b>
<b>Cost: 7 Motes
Duration: One Scene
Type: Refleive
Min. Stamina: 4
Min. Essence: 3
Prereqs: Wise Fox Form

Metabolism of the Fox allows a Lunar to enhance his own metabolic rate by harmonizing his spirit with that of his totem spirit. The player spends one round performing a complex martial arts Kata. Stamina + Martial Arts Difficulty 3. If she succeeds then the player adds her Martial arts score to her lethal and bashing soak for the remainder of the scene. Additionaly she heals 2B/1L at the beginning of each round.


Rebounding Rake Attack</b>
<b>Cost: 3 Motes, 1 willpower
Duration: Instant
Type: Suplemental
Min. Wits: 4
Min. Essence: 3
Prereqs: Wise Fox Form

The lunar leaps towards an opponent after having sprung himself off of a solid object, Stone wall, Side of a building, Large tree, Boulder. The character leaps onto the side of an object landing with her feet planted firmly against it. Wits. + Athletics. If she fails this roll the point of willpower is gone but the essence is not used. If she succeeds she then twists as she bends her knees and springs off of the object with added momentum trailing Essence from her mouth and hands. She may leap 3X her essence in yards from her perch to her target. This attack reduces the opponents Lethal and bashing soak by a number equal to the lunars Wits + Succeses on the Wits + Athletics roll. This attack may not be blocked or parried, but may be dodged.

Example: Swift Claw is facing down an immaculate monk who he has been engaged in combat with. She leaps towards a sturdy Evergreen (Wits(5)+Athletics(2) 4 succeses)and as she makes contact with it she bends her knees, compacting her legs underneath her, and then springs forth from the side of the tree 5 yards straight towards her Immaculate foe. As she springs by him she rakes her claws against his torso. Dex(5)+Martial Arts(4)+ 3 accuracy 7 succeses. She then calculates damage:

6 + succeses(7) = 13 Raw damage. Her Opponents soak is 9/9. Swift claw reduces her opponents Lethal and bashing soak by an amount equal to her suceses on her initial leap to the perch ( 4 ) plus an amount equal to her Wits ( 5 ) Thus reducing her opponents soak to 0L/0B. She rolls her 13 dice for damage and gains 6 succeses.


Rapid Fox Frenzy</b>
<b>Cost: 1 willpower, +3 Motes per action
Duration: Instant
Type: Reflexive
Min. Wits: 4
Min. Essence: 3
Prereqs: WIse Fox Form

By use of Rapid Fox Frenzy the Lunar may spend 3 motes to purchase an extra dodge or unarmed attack action this round. The Lunar may purchase up to her Martial Arts score in extra actions. These actions may be any combination of attack or dodge actions. The player need not purchase all of the actions at one time. Thus a player who had envoked the Wise Fox Form and already attacked once then Dodged could use this charm to buy an additional dodge if needed, and then buy additional attacks so long as she does not purchase more actions with Rapid Fox Frenzy then she has Dots in Martial Arts. This charm may not be used with any charms that grant extra action, with the exception of Wise Fox Form, which this charm is explicitly permitted to be in a combo with.


Swift Fox Flee</b>
<b>Cost: 5 Motes
Duration: Instant
Type: reflexive
Min. Wits: 4
Min. Essence: 3
Prereqs: Wise Fox Form

By use of this charm a Lunar may, after her attack, move up to Dexterity + 24 yards away from her foe. This will more then likely result in her being too far away for her opponent to attack her, barring he has the ability to make a ranged attack. This charm must be activated before the attack roll. This charm is explicitly permitted to be in a combo with charms of other abilities.


Savage Leg Crippling Bite</b>
<b>Cost: 6 Motes
Duration: Instant
Type: Supplemental
Min. Wits: 5
Min. Essence: 3
Prereqs: Rebounding Rake Attack

This charm allows a lunar to bite her opponents leg in order to hinder his mobility and actions. The Lunar makes a normal Dex+Martial Arts roll to bite his opponent. Instead of counting extra succeses for damage he uses them to give his opponent dice pool penalties on any action(s) that utilize dexterity, such as dodging, parrying, blocking, movement, attacking etc.. These dice pool penalties last a number of rounds equal to the Lunars Permenant Essence.


Instinct Driven Flurry</b>
<b>Cost: 5 Motes, 1 willpower
Duration: One Round
Type: Extra Action
Min. Wits: 5
Min. Essence: 3
Prereqs: Rapid Fox Frenzy

When invoking Instinct Driven Flurry the Lunar may counterattack any and all hand to hand attacks made against her. These counterattacks occur after her opponent has rolled but before damage is rolled. She rolls Dex. + Martial arts and adds a number of dice equal to her wits score. For every counterattack that hits her opponent and does more presoak damage then the targets Wits + Lethal soak , that opponent reduces the damage dealt to the Lunar, before it is rolled, by half.


Swift Moving Pass By</b>
<b>Cost: 6 Motes, 1 willpower
Duration: One Round
Type: supplemental
Min. Dexterity: 6
Min. Essence: 3
Prereqs: Swift Fox Flee

Swift moving pass by allows a lunar to make her full combat movement x 2 during the combat round. During this time she runs to and fro throughout the melee delivering savage kicks, hits, and bites as she goes. Her rapid and erratic movements make her harder to hit as well as impossible to defend against with anything less then a perfect defense. She may attack a number of foes equal to her Dexterity score, but may not attack a foe more then once until she has attacked every foe within her range. Any attacks made by use of this charm must be unarmed attacks.

System: The character spends 5 motes of essence and 1 temporary willpower to activate this charm. For the remainder of the scene the difficulty to hit her is equal to her current Dexterity. On her initiative she rushes towards the nearest foe and attacks him as she moves past him to the next nearest foe. The attack is resolved as any other attack except that it is a perfect attack. THis means that it is impossible to Dodge, Block, or Parry unless the defender is using a perfect defense. Additionally if her defender has the capability of counterattacking or wishes to attack her with an attack action he must do so on this initiative. If the lunar using this charm attacks on initiative 15 and the defender does not have an action until 13 he may not attack her, as the lunar using Swift Moving Pass By has already moved out of range.

On the next Initiative she reduces her dexterity by 1 for the remainder of the round. .She then charges forth to the next closest foe, whom she has not attacked yet. and attacks as normal, factoring in of course her new dexterity value. Her reduced dexterity counts towards all dice pools as well as for determining her difficulty to be hit. It does NOT however factor into her movement for the round.

Once all foes to whom she can reach with her enhanced movement value have been attacked she may then move to the nearest foe to whom she has already attacked and attack him. She keeps attacking in this manner until her Dexterity is reduced to Zero. At no time during the use of this charm may she abort to a dodge or parry.

The round after this charm is used the players Dexterity score returns to normal on her initiative. If a foe acts before her initiative and attacks her dexterity is whatever it was at the end of last round. which would be Zero (0), unless she ended the charm before her dexterity reached zero.This charm may not be used in a combo. Additionally this charm may not be used in back to back rounds.

Example: Swift Claw invokes Swift Moving Pass by and runs throught the melee zone attacking as she goes. She ends up with an Initiative of 17. Her Dexterity is 6, thus on initiative 17 she is difficulty 6 to be hit. She now has a total combat movement of dex(6) + 12 X 2 = 36 yards. She moves 10 yards towards her first victim and attacks with her normal dice pool. Being as how this is a perfect attack and her opponent does not have a perfect defense she hits him and deals 4 health levels damage. On initiative 16 she reduces her dexterity to 5 and she moves 2 yards and attacks the next victim. Once again this foe is not using a perfect defense, however he has activated a charm that allows him to immediatly counterattack and so he does so. Swift Claw hit's her victim but her victim only rolls 4 succeses and so misses because Swift Claws Current dexterity is 5, making her a dif. 5 to hit. she deals 4 lethal damage to him. On initiative 15 her dexterity is a 4 and moves 5 yards and she attacks a third victim, no perfect defense, no counterattack, he takes 9 lethal damage and dies. Initiative 13 sees Swift Claw with a dexterity of 3. She has attacked each foe once and so rushes 5 yards back towards the same foe she attacked on initiative 15. This time his counterattack rolls 4 succeses and so he hits her, she takes 3 lethal damage after soak, he however takes 5 lethal damage which kills him. Initiative 12 and Swift Claws dexterity is now a 2. She races 10 yards to the final surviving victim and attacks him, no perfect defense, no counterattack, however her reduced dexterity causes her to Just hit him and after soak she only deals out 2 lethal damage. On Initiative 11 she decides to end the charm after moving her final 4 yards of combat movement. She is now 4 yards away from the last standing victim and has a current dexterity of 1 until her initiative on the following round.


Essence of the Fox Stance</b>
<b>Cost: 10 Motes, 1W
Duration: One Scene
Type: reflexive
Min. Dexterity: 6
Min. Essence: 4
Prereqs: savage Leg Crippling Bite, Instinct Driven Flurry, Swift Moving pass by

This stance allows a Lunar to completely let go of his higher consciousness and become as one with his totem animal. For the remainder of the scene he may not speak or communicate in any form. Anything that threatens the character and is within striking range is fair game.

The user of this stance adds an amount of automatic succeses equal to their essence trait to all attack and damage rolls, as well as to their Lethal and Bashing soak pools. They also completely ignore all wound penalties. They cannot move to aid allies nor flee from their attackers. They may not dodge, parry or block. For all intents and purposes they just stand their ground. They may not attack anyone while in this form, however anyone who declares their intent to attack them is subject to a counterattack that occurs BEFORE their attack roll is made. Every success rolled on this counterattack is counted as extra damage dice as normal and is added to the lunars difficulty to be hit by the attacker. If this pre-emptive counterattack kills the attacker then the attack does not occur at all. However for every counterattack made the Lunar suffers one unsoakable health level of damage. For every foe killed while in this stance the Lunar rolls a number of dice equal to their essence trait and regains a number of motes equal to their essence trait for each success. If a Lunar wishes to leave this strance she must make a willpower roll difficulty of her permenant essence. If she succeeds she snaps out of the trance and can act as normal. If she fails she remains in the trance. If she botches this roll she takes a number of lethal health levels of damage equal to her Essence score and is stunned for 4 rounds.

While in this stance the lunar's entire being seems to sparkle with millions of tiny essence particles. Her eyes take on an otherworldly look to them and they seem as calm as a dreamwalker. However the instant a threat gets near them they instinctively lash out in a horrifically fast manner. An instant later they once again seem calm, still, and as peaceful as a spring breeze. this charm may not be used in a combo.