TheKawaiiEdition/HGMaritalArts

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Helping Goddess (Marital Arts)

  • Basic Martial Arts Protocol 1/1
    • Expert Martial Arts Protocol 2/2
      • Companion Martial Arts Protocol 3/3
        • Master Martial Arts Protocol 4/4


Master of Repair Style

Hard Ware are in charge of fixing things; they developed their own martial art which integrates together their skills for creation, healing and repair with their burning desire to crush the idiots who made it necessary for them to fix things in the first place.

They may use hammers, picks, knives, and any kind of crafting tool as form weapons.

Deadly Tool

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 2
  • Minimum Moe: 1
  • Prerequisite Charms: None

The tools of the Craftsman can repair or damage, heal or kill. The Helping Goddess can strike with any sort of crafting tool; divide her Craft + Moe among Speed, Accuracy, Damage, and Defense for the strike.


Fix Defense

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-fun
  • Minimum Martial Arts: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Deadly Tool

Spotting a hole in his defense, the Craftsman moves to fix it. This allows a full pool defense against an attack.


Spot Flaw of Craftsmanship

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 2
  • Minimum Moe: 1
  • Prerequisite Charms: None

The Craftsman can spot weaknesses in his foe's weapon and exploit it. If your attack is parried, roll your Strength + Martial Arts against your foe's Strength (+ combat skill they're using). If you succeed, your foe's weapon breaks if it is mundane, or is knocked out of their hand and flung 2 yards per extra success if it is made of the five magical materials.


Poorly Designed Shield

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 3
  • Minimum Moe: 1
  • Prerequisite Charms: Spot Flaw of Craftsmanship

Your keen eye for detail enables you to find the flaws in a foe's shield. Your attack bypasses and ignores any and all shields he is using.

Master of Repair Form

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Martial Arts: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Fix Defense, Poorly Designed Shield

The Master of Repair is always ready for whatever unexpected disaster may come his way, to fix or damage it as he must. He adds his Martial Arts to any disarming or weapon-breaking action and to his pre-soak damage on attacks. If he is disarmed, he can reflexively spend a mote and create a mundane weapon appropriate to his form in his hands. As with any Martial Arts form charm, only one can be in use at a time.


Self-Repair

  • Cost: 4 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Martial Arts: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Master of Repair Style

The Hard Ware are technicians of flesh as well as metal. You now learn to quickly repair yourself when injured. When you are struck by a foe, roll Stamina + Martial Arts; reduce damage inflicted on you by your successes.


Self-Repairing Trance

  • Cost: 8 motes
  • Duration: Moe Hours
  • Type: Speech
  • Minimum Martial Arts: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Self-Repair

Useful after the fight, if not during it, you enter a trance and proceed to repair yourself. You recover 1 wound an hour for Moe hours. This won't fix aggravated damage, but you can use it to reattach limbs, which takes 1-3 hours depending on size.


Flaw-Exploiting Strike

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Master of Repair Style

You've made Armor and you know how to break it. Your attack does piercing damage, halving the soak of your foe.

Armor-Shivering Strike

  • Cost: 5 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Flaw-Exploiting Strike

Everything has a weak point; find it, and you can destroy it. Instead of doing damage, your blow destroys any mundane armor worn by your foe on a successful hit.


Health-Disrupting Strike

  • Cost: 8 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Martial Arts: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Armor-Shivering Strike, Self-Repairing Trance

The body is a machine, to be fixed or wrecked like anything else. By striking a key point, you induce a spiral of self-destruction as you send the flows of Moe within it out of whack. On a successful hit, roll your Perception + Martial Arts with a difficulty of the target's Moe. Add your extra-successes to the post-soak damage of the attack. Furthermore, for a number of turns equal to your extra successes, your foe must soak your Moe lethal damage with just his stamina (+ any charms which reduce damage. Armor providing charms won't help.)