MartialArts/WorldRacingLightningStyle
Contents
World-Racing Lightning Style
- back to Stanoje.
- back to MartialArts.
- back to CelestialMartialArts.
Who could stand against a student of World-Racing Lightning Style? She moves unhindered among her foes and strikes at them in passing, with no fear of pursuit.
These Charms were designed with the Power Combat rule set in mind.
Any comments are much appreciated. This is my first new style and there's undoubtedly tons of weirdness that needs some straightening out.
Background
Flavor yet to come. It's for messengers and other people who have to move through masses of enemies.
Weapons and Armor
Attacks made with swords and staves count as unarmed. None of these Charms are compatible with armor.
Charms
Practiced Movements Exercise</b> <b>Cost: permanent Essence in motes Duration: One turn Type: Reflexive Minimum Martial Arts: 2 Minimum Essence: 1 Prerequisite Charms:: None
This Charm provides the character with a reservoir of his permanent Essence in dice which he can use to negate multiple action penalties on attack and defense rolls (aborting to a full dodge or parry doesn’t count as multiple actions, only splitting a dice pool does). He can reflexively distribute the dice among his actions as he sees fit, but he cannot raise a dice pool over its penalty-less value with any effect that includes this Charm. Unallocated dice are lost at the end of the turn. This Charm may only be invoked once per turn.
Fleeting Moment of Closeness</b> <b>Cost: 4 motes Duration: Instant Type: Simple Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charms:: Practiced Movements Exercise
Count the number of times the Exalt has successfully dodged his enemy’s attacks in this turn. Add twice this number in yards to his movement rate for the purposes of this Charm. Regardless of how much he already moved this turn, the Exalt can race past his enemy with his full movement rate and make a single unarmed Martial Arts attack without slowing down. This counts as a fly-by attack as described in the Players Guide, p.201, and it inflicts piercing damage.
World-Racing Lightning Form</b> <b>Cost: 5 motes Duration: One scene Type: Simple Minimum Martial Arts: 4 Minimum Essence: 2 Prerequisite Charms:: Fleeting Moment of Closeness
When dodging, the martial artist may reflexively move up to her unmodified Martial Arts + Essence in yards. This will interrupt a multiple attack technique if she moves out of her foe’s range and he doesn’t follow her, but the initial attack is resolved normally. For the remainder of the scene, add the character’s permanent Essence to her Martial Arts and her Dodge scores. Characters cannot use more than one Form-type Charm at a time.
Speed of Arrow</b> <b>Cost: 4 motes Duration: One turn Type: Reflexive Minimum Martial Arts: 4 Minimum Essence: 2 Prerequisite Charms:: World-Racing Lightning Form
The stylist adds her Martial Arts score to all attempts to dodge or parry ranged attacks by opponents who had a lower initiative total at the beginning of the turn. If she has no Dodge pool, she can reflexively dodge with her permanent Essence score only. She does not need a weapon to parry Lethal attacks; her bare hands are enough.
Pace-Breaking Mudra</b> <b>Cost: 2 motes Duration: Instant Type: Simple Minimum Martial Arts: 4 Minimum Essence: 2 Prerequisite Charms:: World-Racing Lightning Form
The character performs an unarmed Martial Arts attack and rolls for damage as usual. For every health level she would have inflicted, her foe suffers from a -1 penalty to his initiative and his movement rate is lowered by 1 yard (but at least by the character’s permanent Essence), for the rest of the scene. If the foe’s initiative or movement rate is reduced below 1, he may not act that turn. The effects of multiple attacks on the same target stack.
Ground-Charring Lightning Caress</b> <b>Cost: 4 motes per attack Duration: Instant Type: Extra Action Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms:: World-Racing Lightning Form
When the character activates this Charm, he can perform a total number of unarmed Martial Arts attacks equal to his Martial Arts rating. If he attacks hits, the character can reflexively move up to his Essence in yards to his next target. No two subsequent attacks can be directed at the same target, but it’s possible to alternate between targets.
Nimble Footwork Defense</b> <b>Cost: 4 motes + 1 mote for each opponent beyond the first Duration: Instant Type: Reflexive Minimum Martial Arts: 4 Minimum Essence: 3 Prerequisite Charms:: Speed of Arrow
By carefully navigating the terrain between him and his opponents, the martial artist raises the difficulty of attacks against him for the rest of the turn. The first opponent to attack must do so at a difficulty of the character’s Martial Arts. For each successive attacker the difficulty further increases by 1.
Foehammer Charge</b> <b>Cost: 3 motes Duration: Instant Type: Supplemental Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms:: Pace-Breaking Mudra
The Exalt makes either an unarmed Martial Arts or a Brawl attack. If it hits, the target is thrown back the Exalt’s Essence * 10 in yards, -5 yards for every success on an immediate Strength + Endurance roll made by the target. This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.
Mirror of Suffering Countermeasure</b> <b>Cost: 4 motes Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms:: Ground-Charring Lightning Caress
The Exalt executes an unarmed Martial Arts counterattack against someone in the process of attacking him. His dice pool is his permanent Essence + the extra successes of the original attack. If the original attack was ranged, the responding Exalt can move up to 5 times his Essence in yards towards his attacker. Should this, and any other reflexive movement the Exalt can perform, not bring him into hand-to-hand range, then the counterattack fails automatically. If the counterattack hits, the opponent is prone and suffers from the resulting -2 penalty to all actions until he spends an action to get back up. The counterattack comes after the original attack roll, but before the resulting damage is applied. This counterattack is not an action and does not subtract from the character’s dice pool or affect her action for the turn. Damage for both attack and counterattack is applied after both are resolved. A character can invoke this Charm as many times in a turn as he can pay for, but only in response to attacks, not counterattacks.
Two Runners Paradox</b> <b>Cost: 5 motes, 1 Willpower Duration: Varies Type: Simple Minimum Martial Arts: 5 Minimum Essence: 4 Prerequisite Charms:: Foehammer Charge, Mirror of Suffering Countermeasure
The character can cheat fate by escaping in two directions at once. Two versions of him take off in opposite directions. As long as their only interactions with the world are running and successfully dodging, they are both equally likely to exist. If one of them is successfully attacked or attempts to do anything but running or evading, he instantly ceases to be and the other one becomes the real one. The character may end the Charm effect at any time and collapse whichever self he chooses back into singular existence.
Flickering Passage of Hostile Territory</b> <b>Cost: 8 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 4 Prerequisite Charms:: Nimble Footwork Defense, Two Runners Paradox
The martial artist must have successfully dodged an attack with an area of effect or large-scale environmental hazard immediately prior to using this Charm. He instantly moves either to the outer edge of the danger zone, or his Martial Arts * 5 yards, whichever is closer. If he reappears within the danger zone, he may use a reflexive dodge (not provided by this Charm) and, on success, invoke this Charm again. He can continue for as long as he can afford to pay for the Charm. The martial artist must be unencumbered to move like this, which means he can’t carry more than half his lift value (see Exalted, p.251).