MartialArts/AscendingAirStyle
Ascending Air Style
By delor
Charms
Harsh Winter Wind</b>
<b>Cost: 2 motes Duration: Instant Type: Supplemental Min. Martial Arts: 2 Min. Essence: 1
The character imbues her strike with the cold fury of the winds of the North, cutting to the bone through armor. The bashing soak provided to the player from armor is halved, although resistance from stamina and charms is unaffected. This charm is incompatible with weapons and armor.
Ascending Air Form</b>
<b>Cost:4 motes Duration: One scene Type: Simple Min. Martial Arts: 3 Min. Essence: 1 Prereqs: Harsh Winter Wind
The character enhances his movements with the swiftness of wind, permitting him to move with extreme speed in combat. He adds his martial arts skill to all dodge pools and, during the phase where initiatives are increased, adds his martial arts skill to the result of the d10. This charm is incompatible with armor and weapons. Players cannot use more than one martial arts form at a time, and all charms below Ascending Wind Form on the tree require Ascending Wind Form active to use.
Heat Sapping Method</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Min. Martial Arts: 4 Min. Essence: 2 Prereqs: Ascending Air Form
The character imbues her strikes with the chill of the North, draining heat and strength from enemies with every blow. Every unarmed attack that succeeds drains one point of strength from the target, to a minimum of 1 strength; strength lost in this way recovers after 6-stamina turns. This charm is incompatible with armor and weapons.
Fists of Ice</b>
<b>Cost:1 per 2 dice Duration: Instant Type: Reflexive Min. Martial Arts: 4 Min. Essence: 1 Prereqs: Ascending Air Form
When this charm is used the character’s fists are covered with a blue, crystalline aura, guiding them to defend the martial artist and protecting them from the cut of lethal weapons. Every mote spent on this charm gives the user two dice with which to block an attack; lethal damage attacks can be blocked with bare hands thus, although missile attacks still require a stunt to block. This charm is incompatible with armor and weapons.
Lightning Swift Hands</b>
<b>Cost:2 motes Duration: Instant Type: Reflexive Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Fists of Ice
This charm causes the character to move her hands with the speed of lightning, trailing a white-blue essence trail. When the character is attacked by a missile or thrown attack, this charm lets her block with a full dexterity + martial arts pool, knocking the missile aside. Lethal damage dealing missile and thrown attacks can be blocked with this charm. This charm is incompatible with armor and weapons.
Gale Strike</b>
<b>Cost:2 motes Duration: Instant Type: Reflexive Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Fists of Ice, Heat Sapping Method
This charm imbues the character’s blows with the strength of gale-force winds. The character’s unarmed attacks deal lethal damage and every successful hit automatically knocks the target down. This charm is incompatible with armor and weapons.
Fury of the North</b>
<b>Cost:3 motes, 2 willpower Duration: Instant Type: Supplemental Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Gale Strike
The character strikes with the unstoppable force of an blizzard, cutting through armor and defensive charms as if they did not exist. The unarmed attack is unblockable and ignores the soak provided to a character from any source except for stamina. Damage-absorbing effects that completely ignore damage rather than specifying a quantity soaked still absorb this. This charm is incompatible with armor and weapons.
Hailstone Blizzard Method</b>
<b>Cost:1 per die, 1 willpower Duration: Instant Type: Simple Min. Martial Arts: 5 Min. Essence: 2 Prereqs: Fury of the North, Elemental Bolt Attack
The character combines a series of rapid martial arts forms with the energy channeling of the Elemental Thunderbolt Method, moving faster than the eye can see to create a powerful storm of wind, sleet, and hail. Everyone in front of the attacker within 60 yards rolls strength + resistance; those who roll fewer successes than the attacker’s permanent essence are knocked down and blown back the attacker’s permanent essence in yards. Heavy creatures should receive a bonus to this roll, and light ones a penalty. Furthermore, for every mote of essence spent on this charm people within the area of effect suffer one die of damage from heavy hailstone impacts.