MartialArts/HungryRaptorStyle

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Hungry Raptor Style

Practitioners of the Hungry Raptor style are among the most athletic of martial artists, and among the most exhausting to fight. Their primary philosophy is motion- to remain constantly on the move, and if at all possible, constantly attacking. Although they make huge leaps and rush around the battlefield, the style is otherwise relatively simplistic, focusing on hard-hitting, swift, simple strikes with few tricks and a lot of viciousness. This style may be used with tiger claws, fire-wind-wheels, and their Artifact versions.


Gaze of the Hawk</B>
 <B>Cost:  2 motes
 Duration:  Instant
 Type:  Supplemental
 Minimum Martial Arts:  1
 Minimum Essence:  1
 Prerequisite Charms:  None

For the Hungry Raptor to feed his belly, he must find prey. This charm allows a devotee of the style to focus and sharpen their visual senses in order to seek out opponents. By spending two motes, the Exalt sharpens his vision to reach double normal range, and gains a number of extra dice to one vision roll equal to his martial arts score.

In Second Edition, this Charm is Combo-OK.


Prey-Swooping Method</B>
 <B>Cost:  2 motes
 Duration:  Instant
 Type:  Supplemental
 Minimum Martial Arts:  2
 Minimum Essence:  1
 Prerequisite Charms:  Gaze of the Hawk

Like a bird of prey on the wing, swooping effortlessly from prey to prey, the Exalted does not need to stop moving to attack. She can move up to her full (Dexterity x 3) + 20 yards while attacking and defending. Alternately, the Exalted may choose to leap twice normal distance and still attack or defend. If she does so, it does not affect her attack or defense in any way, nor does it ensure the success of the leap.

In Second Edition, this Charm is Reflexive and Combo-OK. When used, the character's zero-tick Move action may be either a full Dash or a double-distance Jump, neither of which have a DV penalty. This has no effect on regular Dash or Jump action, though it is unlikely that either will be used while this Charm is being invoked.


Eagle Eye Strike</B>
 <B>Cost:  1 mote per die
 Duration:  Instant
 Type:  Supplemental
 Minimum Martial Arts:  2
 Minimum Essence:  2
 Prerequisite Charms:  Prey-swooping Method

With a burst of speed and terrible purpose, the Exalt takes on the pinpoint precision of a striking raptor. For each mote of Essence spent on this Charm, the player may add one die to a single Martial Arts attack roll but can no more than double his character’s regular Dexterity + Martial Arts dice pool.

This Charm functions differently in second edition.

 Cost: 1m; Mins: Martial Arts 2, Essence 2, Type: Supplemental
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Prey-Swooping Method

With a burst of speed and terrible purpose, the Exalt takes on the pinpoint precision of a striking raptor. Effectively, this Charm allows the Solar to make an 'Aim' Maneuver in the split second speed of a pseudo-Flurry. The character's attack or flurry action has an accuracy bonus of +3 to one attack but the Rate is reduced by 1. This Charm is not stackable but can be repeated in a Flurry, though each use will continue to reduce Rate by 1; the character must have a rate of 4, for example, to get 2 Eagle Eye Strikes (the usual maximum). A character can mix Eagle Eye Strikes and regular attacks. If used in magical flurry such as that produced by an Extra Action Charm, increase the cost of the Extra Action charm by 2 motes; the Charm will then be used as normal without reducing the number of attacks in the magical flurry.


Hungry Raptor Form</B>
 <B>Cost:  6 motes
 Duration:  One Scene
 Type:  Simple
 Minimum Martial Arts:  4
 Minimum Essence:  2
 Prerequisite Charms:  Eagle Eye Strike

The Exalted takes on the aspect of a bird of prey, ruthless, vicious, and above all fast. While under the effects of this Form, the Exalt strikes like lightning across the field of her opponents, tearing savagely into even the most heavily armored foes. If attacked, her constant movement allows her to dart out of harm’s way. For the rest of the scene, the Exalt gains a bonus equal to her Martial Arts score to initiative, and all of her Martial Arts attacks are considered piercing. As well, any dodges she makes are considered hopping defenses- she may move, leaping or running, a number of yards equal to her ((Dexterity or Strength) + Athletics) times 3 yards in a straight line. While this includes jumping over her opponent to be behind them, there is considered to be enough of a time gap for that opponent to turn and face her if necessary. Often, the Exalt will be able to completely remove herself from range of follow-up attacks. This charm is incompatible with any form of armor or other Martial Arts Form Charms.

In Second Edition, this Charm is Form-type and Obvious. The range of the Hopping Dodge is reduced to (Dexterity or Strength + Martial Arts) times 2 yards in a straight line, and (Dexterity or Strength + Martial Arts) vertically at the same time. The initiative bonus is completely lost. The Charm has Speed 3, DV -1.


Beak Rends, Wings Fly</B>
 <B>Cost:  5 motes
 Duration:  One Scene
 Type:  Simple
 Minimum Martial Arts:  4
 Minimum Essence:  2
 Prerequisite Charms:  Hungry Raptor Form

Essence infuses the Exalted's body, granting him the tearing power of an eagle's beak, able to rend and tear his opponents with his bare hands. He also gains a corona of Essence-wings hovering about his body, lightening his step and increasing his reflexes in emergency situations, allowing him to avoid attacks deftly. For the rest of the Scene, the character may deal lethal damage with his unarmed attacks, and he get a bonus to his Dodge dice pool equal to his Martial Arts. This Charm is incompatible with any armor.

In Second Edition, this Charm's Speed is 5 and it grants +2 to the character's Dodge and Parry DVs in addition to the lethal damage.


Osprey Slaps the Water</B>
 <B>Cost:  4 motes
 Duration:  Instant
 Type:  Simple
 Minimum Martial Arts:  4
 Minimum Essence:  3
 Prerequisite Charms:  Beak Rends, Wings Fly

The Exalted strikes out in a powerful rush of speed, snatching for a object in her opponent's possession. Treat this as a standard hand-to-hand disarm attempt, except that the character's Martial Arts in dice is added to the roll. With a difficulty of 3, the character may attempt to "disarm" a reasonably sized object in the opponent's possession, such as a belt pouch, sheathed weapon, a necklace (if breakable), or even belt, but not armor/clothing, large or concealed objects, or anything the character could not reasonably swiftly lift with one hand. This may be defended against by Brawling or Martial Arts only. If the character gets three bonus successes, she may retain possession of the weapon or item; if not, it is knocked away as normal.

In Second Edition, this Charm functions slightly differently:

 Cost: 3m; Mins: Martial Arts 4, Essence 3, Type: Supplemental
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Beak Rends, Wings Fly

The Exalted strikes out in a powerful rush of speed, snatching for a object in her opponent's possession. Treat this as a standard hand-to-hand disarm attempt, except that the standard external penalty is negated. If the character accepts a new external penalty of -1, the character may attempt to "disarm" a reasonably sized object in the opponent's possession, such as a belt pouch, sheathed weapon, a necklace (if breakable), or even belt, but not armor/clothing, large or concealed objects, or anything the character could not reasonably swiftly lift with one hand; this object will end up in the character's possession. If this -1 penalty is accepted on an ordinary disarm attempt, the character may snatch the weapon from the target's hands rather than knocking it away from the target.


Shell-Cracking Throw</B>
 <B>Cost:  6 motes, 1 Willpower
 Duration:  Instant
 Type:  Simple
 Minimum Martial Arts:  5
 Minimum Essence:  3
 Prerequisite Charms:  Osprey Slaps the Water

Boosting himself off the ground in a surge of power, the Exalted seizes an opponent, lifting her bodily into the air as they begin a leap. At the crest of the leap, twice as high as normal, the opponent is hurled towards the ground. The initial attack is a dexterity plus martial arts attack that cannot be blocked, only dodged; alternatively, it can be used as a throw from a clinch. The opponent, once seized and hurled, takes damage as a throw with a number of extra successes equal to those remaining from the first attack, as well as falling damage from twice the character's maximum vertical leap. The falling damage may be avoided as usual but the throw damage may only be soaked. Armor does not count for soak to either the throw or the fall; in fact, add the bashing soak of any armor up to a number equal to the yards leapt to the throw damage. Immediately after the throw, the character lands safely, not on the target unless the character has another action (Normal rules prohibiting splitting dice pool when activating a simple charm apply).

In Second Edition, this Charm is Combo-OK and Obvious.


Twin Talon Strike</B>
 <B>Cost:  2 motes
 Duration:  Instant
 Type:  Extra Action
 Minimum Martial Arts:  4
 Minimum Essence:  2
 Prerequisite Charms:  Hungry Raptor Form

Fueled by Essence, the Exalted makes a pair of swift strikes on an opponent, like the twin talons of a raptor in dive. Both attacks happen on the character's initiative, but with separate rolls. If the defender attempts to dodge or parry, he makes one defense roll and the results are applied to both attacks.

In Second Edition, this Charm functions very differently:

 Cost: 3m; Mins: Martial Arts 4, Essence 3, Type: Simple
 Keywords: Combo-Ok
 Duration: One Scene
 Prerequisite Charms: Beak Rends, Wings Fly

Fueled by Essence, the Exalted gains swiftness and surety on the battlefield, darting and striking his opponents so fast that his attacks seem doubled. Add one to the rate and one to the accuracy of the character's unarmed attacks and in-Style weapons for one scene.


Wingstorm Prana</B>
 <B>Cost:  3 motes per extra action
 Duration:  Instant
 Type:  Extra Action
 Minimum Martial Arts:  4
 Minimum Essence:  3
 Prerequisite Charms:  Twin Talon Strike

The Exalted becomes enveloped in a thousand beating golden Essence wings. While they are not opaque enough to obscure the Exalted from attack, they do drive her to rapid, deadly action. The Exalted may now make a series of martial arts actions, whether against a single opponent or many, or in defense. Each action costs three motes, to a maximum number of extra actions equal to the Exalt’s permanent Essence. The number of actions to be used must be declared before the character takes her first action, and the character's dice pool cannot be further split. Defenses against each attack are made separately no matter how many are on one target. All actions must be made using the Martial Arts ability.

In Second Edition, this Charm is Combo-OK and Obvious. It creates a magical flurry containing one attack for every 3 motes spent, up to a maximum of the user's (Essence +1), regardless of weapon rate and without multiple action penalties. It has a DV penalty equal to only the highest penalty for any one attack.


Prey-Harvesting Stance</B>
 <B>Cost: 7 motes, 1 Willpower
 Duration:  Instant
 Type:  Extra Action
 Minimum Martial Arts:  5
 Minimum Essence:  2
 Prerequisite Charms:  Wingstorm Prana

A brilliant aura of raw Essence surrounds and swirls about the Exalted using this charm, leaving golden wing-patterns tracing his terribly swift attacks, with afterimages that last for several seconds. During the turn this Charm is activated, the Exalted has a total number of attacks equal to their Martial Arts, all of which have a bonus to damage equal to the character's permanent Essence. They cannot, however, split their Martial Arts Dice Pool during this turn, so a combo with a Defensive Charm is an important choice.

In Second Edition, this Charm costs 8 motes, 1 willpower. It is Combo-OK, Obvious, and in addition to the damage bonus, produces a magical flurry of attacks equal to the character's (Martial Arts + 1).


Rage of the Thunderbird</B>
 <B>Cost: 8 motes, 1 Willpower
 Duration:  One Scene
 Type:  Extra Action
 Minimum Martial Arts:  5
 Minimum Essence:  4
 Prerequisite Charms: Prey-Harvesting Stance, Shell-Cracking Throw

A burning, glowing shell of Essence surrounds the character using this charm. It crackles up and down his limbs in lightning-like lines which also crisscross his torso. He moves with incredible speed, every second a tornado of attacks, all of which carry vicious, jagged-edge Essence with them. For the rest of the scene, the character's unarmed attacks do lethal damage. The character may also make a number of attacks per turn equal to their Essence, as long as those attacks are done with his Martial Arts Ability. Any of these attacks can be instead used as a full parry or a full dodge, but none may have their dice pool split and any full parry or dodge (as opposed to a normal parry or dodge) starts at -1 from normal. They may also be used for regular parries or dodges. This Charm is incompatible with the use of armor or any other Extra Action type Charms.

In Second Edition, this Charm costs 10 motes, 1 Willpower, is Combo-Basic, and Obvious. Every time the character has an action, he may make a magical flurry containing up to his (Essence +1) in actions; any attacks must be Martial Arts. This flurry has no multiple action penalty and a DV penalty only equal to the greatest of the actions used. The character's unarmed attacks do lethal damage.


Comments

Wingstorm Prana and Prey-Harvesting Stance - I think it might be nice to make one of these grant extra MA actions as opposed to just attacks, just to differentiate them a little more.

Err, then I read the cap charm, so I'm not so sure. Maybe one of TTS, WP, and PHS should be swapped out for a charm with different effect? Maybe something vision or movement related and scene long (you know I love scene long effects...)? I'd just like to see a bit more variety in post-form charms - you have 4 extra action-types charms there. On the other hand, it tracks the melee extra action charms nicely and caps them with a nice scene long extra action effect, so I'm not complaining too much. ;-)

Actually, I just noticed a problem with the cap charm... you gave it a duration of instant but in the description it is scene-long.

-- Qaphsiel

Not the only mistake there. It's also rather obviously an Essence 4 Charm, not 3. As for the rest... Hmm, good point. When I made them, they originally were intended to follow the PBA -> IWA progression, as per melee, but since Power Combat came out, I forgot that postform Charms should be a little bit more powerful/efficient than normal. Changes made there too. I'm not sure about changing R ot T; it does what it's meant to do. This is a really simple tree, overall. However, I am going to look at the whole thing again and see; I'm more inclined to change the other two rather than the cap, which is pretty powerful as is.- IsawaBrian
There we go. WP now grants actions; PHS now gives a bonus to damage. - IsawaBrian
Spiffy, my need for variety is satisfied. ;-) -- Q