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This is my first custom Martial Art, made specifically for a character of mine. I’m playing a ghost-blooded in a Solar party (By choice. I‘m odd.) and my Storyteller recommended that I make a custom martial art, that I might stand a chance.

I know rather little about Martial Arts, but I’ve had the first couple charms approved. If these charms are too powerful/not powerful enough for a terrestrial style, or if there are any other flaws, I’d be appreciative of suggestions.

Also, I'm not sure if this should go into UnusualMartialArts or here in TerrestrialMartialArts. I'd be happy to move it over if people think that would be better.

Stomping Ghost-Boot Style

Background

This terrestrial style was developed by Footfalls on Snow, a ghost-blooded martial artist, to seek revenge upon and kill his mother, a guard from Nexus who became pregnant by his ghost father on a mission to protect a caravan heading to Sijan. His mother, who attempted to drown him upon his birth, was stopped by a ghost who saved the child’s life.

Although anyone may learn to use this style, Foot Casts Shadow has an Arcanoi prerequisite, therefore, this final charm can only be learned by Eclipse and Moon Shadow Exalts, Ghosts, and Ghost-Blooded.

Training

After receiving the flash of inspiration for this style by obversing a grave site toppled by an earthquake and the mournful and vengeful reactions of the ghosts, Footfalls on Snow trained himself by following and studying the damages of earthquakes and by conversing with ghosts in Shadowlands as well as practicing in the halls of Sijan until evicted for repeated minor damages caused to the tombs of certain well-to-do merchants. He has yet to train another in the style, but would probably teach it as much as a study of science as a martial art.

Weapons and Armor

Because of the emphasis on kicks, stomps, and feet, users of this style often wear large, clunky boots, such as the God-Kicking Boot. With the style’s Form charm, these no longer carry the speed penalty.

I’m going to add, shortly, a couple sample fighting boots for use with this style.

Any armor can be worn with this style, as much movement is not required.

Charms

http://img.photobucket.com/albums/v63/sophinemo/ghoststyle.png

Stoic Breath Defense</b>

<b>Cost: 3 motes
Duration: One Turn
Type: Reflexive
Min. Martial Arts: 2
Min. Essence: 1
Prereqs: None

In learning not to yield, the martial artist greatly improves his ability to withstand damage. A static feeling surrounds the martial artist, and he may add your Temperance to your soak on any attack that you make no attempt to dodge or parry. This Charm deactivates if the martial artist dodges or parries an attack.

Fortitude and Frailty Duality</b>

<b>Cost: 1 mote / 2 Bashing Soak or 1 Lethal Soak
Duration: Instant
Type: Reflexive
Min. Martial Arts: 3
Min. Essence: 1
Prereqs: Stoic Breath Defense

Sometimes, the ability to prevent taking damage is worth the sacrifice of causing less yourself. Spend essence up to your Martial Arts to improve your soak., gaining two dice per mote for bashing or one die per mote for lethal. Aggravated soak cannot be enhanced with this method. Your next turn reduces the number of dice for damage by one for each success on the supplemented soak roll.

Sandal-Boot Understanding</b>

<b>Cost: 4 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: None

As long as the martial artists is wearing SOMETHING on his foot, be this a sash, a boot, or a sandal, he may deal or parry lethal damage with stomps or kicks.

Epicenter Formation Methodology</b>

<b>Cost: 5, 2 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Epicenter Formation Methodology

By spending 5 motes and making a Dexterity + Martial Arts roll to leap into the air and stomp on an opponent’s head, shoulders, or any horizontal surface, a practitioner of this move may immobilize an enemy by sending shockwaves through this body and spirit. If you hit, he may then not move around that turn and must pass a Stamina + Endurance roll to take an action next turn. Each subsequent turn, you may spend 2 essence to hit the same target again, assuming he lost his turn last. The martial artist remains jumping up and down on the opponent.

Stomping Ghost Form</b>

<b>Cost: 5 motes
Duration: Once Scene
Type: Simple
Min. Martial Arts: 3
Min. Essence: 2
Prereqs: Fortitude and Frailty Duality, Epicenter Formation Methodology

By spending the essence to activate this charm and allowing it to flow into the night ground, the martial artist gains a firm rooting in the ground, just as powerful bonds tie ghosts to creation. He raises one foot off the floor and the other becomes firmly rooted and haloed in blue light. Weapons such as the God-Kicking Boot no longer carry speed penalties and any attempt to knock back the martial artists are at double difficulty.
This charm may only be used at night, or in a Shadow Land or the Underworld.

Single-Minded Spectre Revenge</b>

<b>Cost: 4 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Stomping Ghost Form

This charm may be activated only after being dealt damage by an attack at close range. If the martial artist has not acted this turn, he may spend the essence necessary to activate this charm and immediately take his action.
This charm may only be used at night, or in a Shadow Land or the Underworld.

Mournful Wails of the Banshee</b>

<b>Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Single-Minded Spectre Revenge

This charm may be activated only after being dealt damage. The martial artist lets loose a loud cry. Those hearing the cry must fail a Compassion check or forfeit their next action.
This charm may only be used at night, or in a Shadow Land or the Underworld.

Fault and Fissure Strike</b>

<b>Cost: 5 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 4
Min. Essence: 3
Prereqs: Stomping Ghost Form

With a powerful stomp, a surge of essence, and a Intelligence + Martial Arts roll, the ground cracks beneath the martial artist. As pieces of debris fly into the air, any fragile or delicately perched objects in the area topple toward an opponent of the user’s choice up to Essence yards away. These have a difficulty to dodge equal to the successes on the Martial Arts roll and do damage equal to the Strength + Martial Arts of the artist, plus any extra based on size or shape.
This charm may only be used at night, or in a Shadow Land or the Underworld.

Gaping Grave Maw</b>

<b>Cost: 8 motes
Duration: Simple
Type: Supplemental
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Fault and Fissure Strike, Mournful Wails of the Banshee

This charm requires that there is an open space at most ten feet beneath the target. This could be a buried coffin, a cave, or the floor below. When this charm is activated, the victim of the Dexterity + Martial Arts attack is swallowed as the ground beneath him opens up. The ground does not close behind the subject, but merely causes him to fall to the bottom of the chamber he stands above. This does the normal damage of the attack + any from falling, and the area is filled with an otherworldly howl.
This charm may only be used at night, or in a Shadow Land or the Underworld.

Shadow-Matched Motion</b>

<b>Cost: 2 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 4
Min. Essence: 2
Prereqs: Stomping Ghost Form

By following your opponent as his shadow does, you gain an amazing ability to parry his attacks. With this charm, add your compassion to your dice to parry an attack. This charm can be used any number of times against a single attacker but against only one attacker per turn and only against unarmed attacks.

Foot Casts Shadow</b>

<b>Cost: None
Duration: Permanent
Type: Special<
Min. Martial Arts: 5
Min. Essence: 3
Prereqs: Shadow-Matched Motion, Gaping Grave Maw, Black Breath of the Abyss (Arcanos)

The utmost mastery that Footfalls on Show achieved in his lifetime, knowing this charm allows the martial artists to use any of the night-only charms during the day. The martial artist and his clothing and posessions darken. Relfective surfaces cease to shine, and every footstep leaves a lingering shadow that fades seconds after the foot is lifted.

Comments

We'll ignore the whole godblooded can't invent MA styles rule as a plot factor. I would make Sandal-Boot Understanding cost only 1 mote and be supplemental. Yes, supplemental charms can benefit any die action that is appropiate, even parries. ~ [Haku] who'll give more C&C later on.