MartialArts/StormCrowStyle2

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Storm Crow Style

This Martial Art is inspired by FourWillowsWeeping.

It's weapons are the Spear and the Hatchet.

More fluff to go here eventually.

The Charms (1st Ed.)

Coming Storm Awareness

Cost    : 3 motes 
Duration: Instant 
Type    : Reflexive 
Min. MA : 2 
Min. Ess: 1 
Prereqs : None 

Like a Crow sensing a storm in the still calm air, the Exalt gains the ability to seize the initiative in battle. During the turn this Charm is activated, the character adds her MA to her initiative. This Charm can be used only once a turn.


Coming Storm Awareness
Expensive. 2 motes, maybe? Willows

Currently same cost as Striking Cobra Technique... Nikink


Buffeting Wing Flurry

Cost    : 4 motes per 1 additional difficulty (revised from 2m)
Duration: Instant 
Type    : Supplemental 
Min. MA : 2 
Min. Ess: 1 
Prereqs : None

The Exalt makes a complex, essence-charged flurry of feints, which distracts and confuses her foe. The character's attack is more difficult to parry or dodge as if he had more successes; the character can buy one die of additional difficulty for 2 motes. Only upto Essence in additional difficulty may be bought.


Buffeting Wing Flurry
Also expensive...not quite as good as an autosuccess, but better than a free die...what about 2m per success, plus a Willpower? It seems like costing this higher than a low-tier Solar Extra-Actions Charm is highway robbery(: Willows

Hmmmm... don't really think this Charm is worth a WP. At 4m, this is twice as expensive as a typical Solar dice adder (using 1 success = 2 dice). MA Charms should be more expensive than dedicated Charms from other Abilities, so how about 3m? - Nikink

3m is probably a fine cost, but it's a little mote-expensive for my taste, which is why I suggested dropping the cost farther and adding a WP in exchange. - w

Mmm. I'm figuring 1wp is equivalent to about 5 motes. This is cuz a two or three dice stunt will gain the Exalt 4-6 motes or 1 wp. This is without thinking about how essence comes back at a faster rate without stunting, since that won't really have much significance over the course of a typical battle of less than 15 minutes. So that would equate to a Charm cost of about 7m for +1 difficulty, at Essence 5 that could be as high as 15m for +5 difficulty. Hmmm... I could see it having a wp cost if it was a flat +Essence to difficulty... thoughts? Nikink

Ummm... is this actually better than free dice? It doesn't make you more likely to hit, it is too expensive to be very useful in a combo, and if the taregt doesn't parry or dodge (or ineffectively parries or dodges), it doesn't do anything at all. Given that this Charm would be declared before a defense, this seems to devalue it. Against a target with multiple defensive strategies, they'd either use a soak-boosting charm or a dodge/parry charm that nullified the benefit of this. I'd go 2m per point of difficulty. -szilard


Ruffled Feathers Defense

Cost    : 2 motes per 2 dice (revised from 1m)
Duration: Instant 
Type    : Supplemental 
Min. MA : 2 
Min. Ess: 1
Prereqs : None

As birds protect themselves from the bitter northern winds, the Exalt may insulate herself from incoming attacks. The character may add 2 dice to any parry attempt per 1 mote spent on this Charm, subject to dicepool enhancement limits, and may parry lethal attacks barehanded. If this Charm is used to add an odd number of dice, the half-mote left over is wasted.


Ruffled Feathers Defence
I disagree with Argent here; the costing was fine as a Solar-style 1mote per 2 dice adder, but this is a potent ability that might be better placed post-Form, or simply removed. It adds utility without adding a lot of flavor.

Is it really that potent? It's not a reflexive parry, you have to be on the defense to use it - either an Abort to Parry or a Held Action. As for the costing... hm ... by the same logic as above, maybe cost 2m+1m/2dice? It's a very martial Martial-Art, so I figured training to be able to block incoming attacks is reasonable...? - Nikink

You can't balance MA charms individually; this isn't exactly a Grandmother Spider Mastery, but it's in a style whose Form has a persistent parry. You don't have to be on the defensive,to use it; you just have to be a sort of respectably serious adept. That makes it a lot more useful than, say, the parry-adding in VBoS. - w

Oooh... I think I see what you mean now. Yeah. Once the Form is up, they can then activate this charm any turn they want to have a defensive boost (of upto Dex+MA for 10m-ish), which could make them quite hard to hit without resorting to tricks such as perfect attacks, surprise attacks, rear-flank attacks or un-blockable attacks... and if the attack did penetrate the parry, the Stylist could activate the reflexive dodge for and extra 5 dice defense. Right? How about making this Charm act more like a bird ruffling it's feathers against a chill, and add to soak? Say, Lethal = Bashing for the one strike? - Nikink


Gale-Riding Meditation

Cost    : 5 motes (revised from 3m)
Duration: Instant
Type    : Reflexive
Min. MA : 3 
Min. Ess: 2 
Prereqs : Coming Storm Awareness, Ruffled Feathers Defense

Like a bird riding the winds, the Exalt is carried on the storm of battle. This Charm increases the character's movement and jumping distances by their MA+Ess in yards. In addition, the Exalt may add their MA to Dodge for one attack as long as they have room to move. This counts as a hopping defense, and will allow a reflexive dodge just using their MA.


Gale-Riding Meditation
As far as I understand it, "hopping defence" is just a term for a defence that allows a character to move away immediately after an attack is resolved; this doesn't really do that. Willows

I figured it did do that, hence they must have room to move. Now, it's not much of a 'hop', and I would think most Exalts will have no trouble closing the distance between attacks, but the Stylist could keep activating and eventually have moved quite a long way, eventually ending up some 5 - 10 yards from the attacker, potentially with an action ready... -Nikink

It doesn't work like a normative hopping defence. All of them say, "and then you move seme distance, which adds to your normal movement." The aim of this is that, with a single attack, you hop so far away that your opponent can't follow. Basically, this says, "I am a hopping defence", but hopping defence is just a term for a certain class of Charms with similar effects, and this Charm doesn't have that effect. Sure, it's a defence and the flavor text is hoppy, but those things do not a hopping defence make. - w

Ok then, what if I rephrased it thus: "The Exalt may reflexively dodge an attack with her MA. At the end of this dodge she will be MA+Ess yards away from her initial position. This Charm will not work if there is insufficient room to move."? - Nikink


Ominous-Rumble Prana

Cost    : 3 motes 
Duration: Instant 
Type    : Supplemental 
Min. MA : 3
Min. Ess: 2
Prereqs : Buffeting Wing Flurry, Coming Storm Awareness

The Exalt may enhance the damage dealt by her attack and cause her enemies to reconsider their assault. The Exalt may add her Essence to the damage of an unarmed attack. If at least one level of damage is caused, the victim must make a Valour roll or attempt to retreat from the Exalt for one turn per level of damaged caused. If the roll is botched, they will turn their backs and flee from battle entirely.


Ominous Rumble Prana
This looks like a Combo to me; I'd drop the damage-adder (equal and better effects are available in Athletics, almost universally) and drop the cost to 2. Willows

Soooo, you're saying the Fear aspect should be the focus of the Charm? That would be tricky to implement effectively, I'd imagine... suggestions? As written, it's meant to be a case of the opponent gets a small taste of how much pain the MA-ist can dish out, and thus gets a bit scared... a warning, if you will. It doesn't add a huge amount of damage, but the blow feels harder and it may be just enough to get past soak, to which the foe thinks 'Uh oh, this is one tough mo-fo that is stronger than I thought and I do not want to be around him when she's pissed off!' - Nikink

Um, you already implemented the fear aspect. All you need to do is cut the other effect. - w

Really? You don't think forcing an enemy to succeed a Valour roll, if you cause damage is a bit weak by itself? I don't see how the enemy is going to fail very often (let alone Botch), and if I was the player I'd probably feel kinda gipped that I spent the motes but my enemy laughed heartily into my face and said 'Bring it on, bitch! Is that the best you can do?' Hmmmm... when thinking about this Charm I kept mulling over Artful Maiming Onslaught as a guide. Perhaps that was a mistake? Nikink


Storm Crow Form

Cost    : 7 motes, 1 Willpower 
Duration: One scene 
Type    : Simple
Min. MA : 4 
Min. Ess: 2 
Prereqs : Ominous-Rumble Prana, Gale-Riding Meditation

The Exalt's eyes spark and flash, and gusts of essence driven wind whip around her body to disturb a grey mist that forms to the sound of distant thunder. While this Charm is in effect, the character adds her MA dice to all parries against any incoming attacks that she is aware of, and may use this extra dice pool to reflexively parry. The Exalt becomes immune to environmental penalties caused by wind, cold, ice, rain, storms etc, while under the effects of this Charm, and may add her MA to all rolls to intimidate or cause fear. An Exalt can only benefit from the effects of one Form-type Charm at a time; if a new one is activated, the previous Form ends.


The Form
Holy shit, that's a strong form. Willows

Yes. Yes it is a bit. But that's (partly) why there are five prerequisites, slightly higher mote cost and the WP... The strongest part is the persistant full parry (which is why there aren't any soak boosters - this Style isn't about being tough as old boots, it's about being incredibly skilled and looking as tough as old boots. The environmental penalty negation is really just so they can stand in the middle of a storm and not be buffeted about and still be able to accurately throw their spears and hatchets and lastly, not be chilled to the bone and die of pneumonia 3 weeks later... the bonus to intimidation is a very minor effect. - Nikink

The intimidation bonus is probably more significant than you realize...a sizeable portion of this Style contains intimidation effects. Also, a persistent parry? Wha? - w

Very martial style, as I said. B-) I'm thinking it's less certain than just subtracting successes like Ebon Shadow or Snake styles, and it can't parry surprise/perfect/rear-flank/unblockable attacks, and thus is useless, unlike the others, which apply their penalties constantly to every attack. (Ok, ok, they'd have trouble against Perfect attacks as well...). And which Form is it that adds Ess as auto dodge successes? Fire Dragon Style? I'm sure there's one that does, but please correct me if I'm mistaken. Still, I suppose the Full Dex+MA parry is un-MA-like. What about just MA? (Though I fear that's delving a bit weak). And yes, a number of Charms in the style cause fear, not one of them will benefit from an extra 5 dice to the Exalt's Intimidation pools. - Nikink


Heaven-Scouring Windstorm Technique

Cost    : 5 motes 
Duration: One scene 
Type    : Simple 
Min. MA : 5 
Min. Ess: 3 
Prereqs : Storm Crow Form 

Essence winds rise up and around the Exalt, shards of ice and hailstones form and mingle with debris from the battlefield allowing the MA to strike her foes from a distance even when unarmed and the winds of essence carry her weapons great distances. The Exalt may make close-combat Martial Arts attacks upto her MA+Ess in yards away, and the range increment of any thrown weapons is tripled.


Scouring Windstorm
How does this compare against Uncoiling Serpent Prana and Flickering Moonsilver Approach? Willows

Ahh... interesting point.

FMA is reflexive, 10m, 5 turns, MA5, E4, Min dist. 20 yards (max 50), Foe at -5 (max -10) to defend and uncomboable with no prereqs.
USP is supplemental, 3m, instant, MA5, E3, Min dist. 3 yards (max 10), comboable, 3 prereqs.
HSWT is simple, 5m, scene, MA5, E3, Min dist. 8 yards (max 20), 3x Thrown Ranges, uncomboable, 6 prereqs.

Seems to me HSWT is worse than FMA but better than USP. Biggest plus is that it's scene long. So, revise cost to 6m 1wp? - Nikink


Heaven-Crossing Lightning Strike

Cost    : 5 motes 
Duration: Instant 
Type    : Simple 
Min. MA : 5 
Min. Ess: 3 
Prereqs : Heaven-Scouring Windstorm Technique 

The Exalt performs an elaborate, impossibly swift attack, which can be defended against only by Charms which permit characters to avoid attacks of which they are not aware, or by characters with Charm-enchanced vision.


Heaven-Drenching Rainfall Blow

Cost    : 7 motes 
Duration: Instant 
Type    : Supplemental 
Min. MA : 5 
Min. Ess: 3 
Prereqs : Heaven-Scouring Windstorm Technique 

Just as storm-driven rain can penetrate even the thickest clothing, so can an attack enhanced by this Charm penetrate even the mightiest armour. Any attack enhanced by this Charm ignores the target's armour when determining Soak.


Heaven-Shaking Thunder Assault

Cost    : 5 motes, 1 Willpower 
Duration: Instant 
Type    : Extra Action
Min. MA : 5
Min. Ess: 3
Prereqs : Heaven-Scouring Windstorm Technique

The character lashes out in a blur of fury, sound and movement, lashing out to all within her reach. Each blow lands with a thundering crash upon her opponents, blasting them to the ground. The character can make additional attacks this turn equal to his permanent Ess. In addition, those struck must make a Dex + Ath roll at a difficulty of the Exalt's Ess. If this roll fails they are knocked backwards a number of yards equal to the Exalt's Essence; if it botches they are thrown to the ground as well. This second effect does not work against opponents with an Sta + Ess greater than the Exalt's MA + Ess.


Wrathful Thunderbolt Judgement? or Heaven-Shattering Thunderbolt Onslaught?

Cost    : 6 motes, 1 Willpower 
Duration: Instant 
Type    : Extra Action
Min. MA : 5 
Min. Ess: 3 
Prereqs : Heaven-Shaking Thunder Assault, Heaven-Drenching Rainfall Blow, Heaven-Crossing Lightning Strike

Essence lightning crackles around the Exalt, setting her ablaze in terrible glory, and a mighty clap of thunder accompanies her blows. If the Exalt's attack hits, she may make an additional attack upon a target no more than Ess x yards away. This additional attack carries a -1 dicepool penalty. As long as the Exalt hits, she may continue making attacks, as long as each new target is no more than Essence yards away from the previous. Each subsequent attack carries a penalty 1 greater than the last : -2, -3, etc. Note, the attack need not do damage to jump to the next target. In addition, all those within the Exalt's MA+Ess yards of a successful strike must fail a Per + Awareness roll or be deafened for 10 - (their Stamina) turns (minimum 1). A Botch triples this period. Lastly, those with an Essence less than or equal to the character's, must make a valour roll to attack the character on their next turn. Those who Botch will flee. (Consider most Mooks to be deafened for the scene, and (Average Valour x 10%, to be unaffected by the fear, the rest will be scared or fleeing). This thunderclap can be heard up to one mile away.

Comments / Flames / Critiques / Suggestions

Nice MA. Great for abyssals and it's well balanced from what i gather in my initial read-thru.Your Wiki-Fu is strong - Issaru

Thanks! It's funny you should say it's great for Abyssals, as I was writing it specifically for a Sidereal, and had Northern Barbarians in mind when writing ... B-). I have a Night Caste Solar who would love this style, too. So it's good that it's universally applicable, is what I'm saying. I should shut up now. Tired and rambling makes for poor reading... B-) - Nikink

Is Heaven-Drenching Rainfall Blow really intended to allow you to ignore soak-enhancing Charms as well as ignoring armor? That's how it currently reads. - Quendalon

Oops. Umm... no. Fixed now. Thanks... - Nikink

Changed minimums, offered alternate name for final Charm. Thoughts? - Nikink

Revised cost of some Charms due to feedback by Argent on RPGnet. Thoughts welcome! - Nikink

dude I thought the old mote costs were fine. The new costs are a little harsh for the power of the charms.All in all i love the art tho. - Issaru

Yo! I'm reading this for the first time, after you changed your Charm costs. Laa dee dah...

Coming Storm Awareness
Expensive. 2 motes, maybe?
Buffeting Wing Flurry
Also expensive...not quite as good as an autosuccess, but better than a free die...what about 2m per success, plus a Willpower? It seems like costing this higher than a low-tier Solar Extra-Actions Charm is highway robbery(:
Ruffled Feathers Defence
I disagree with Argent here; the costing was fine as a Solar-style 1mote per 2 dice adder, but this is a potent ability that might be better placed post-Form, or simply removed. It adds utility without adding a lot of flavor.
Gale-Riding Meditation
As far as I understand it, "hopping defence" is just a term for a defence that allows a character to move away immediately after an attack is resolved; this doesn't really do that.
Ominous Rumble Prana
This looks like a Combo to me; I'd drop the damage-adder (equal and better effects are available in Athletics, almost universally) and drop the cost to 2.
The Form
Holy shit, that's a strong form.
Scouring Windstorm
How does this compare against Uncoiling Serpent Prana and Flickering Moonsilver Approach?
The Rest
Cool.

- willows

Added your comments directly below the Charms they reference, for ease... Nikink

Thanks tremendously for your help so far everyone (especially FWW!), please, keep it up. Eventually this'll be a great style, right? B-) Nikink

Very cool style, with a really clear image in mind. I think the mechanics are fine for most of the Charms; after all, Martial Arts Charms should be the place for effects that are a little out of the ordinary. Bring on the quirkiness! - DeadManSeven


Nikink