MartialArts2/SteamDragonStyle
- Back to TheThirdAge/MartialArts
The Steam Dragon Style is one of the five Recalibrative Martial Arts, designed as a variation upon the Air Dragon Style by the Alchemical researcher Dazzlingly Luminescent Provericate in the early years of the Third Age. Tuition in this style involves breathing exercises and formalised katas designed to instill rather than release tension in the muscles. Its practitioners consequently fight with alternating poise and power, accompanied by plumes of Essence.
This is an air-Aspected Celestial style; Dragon-Blooded can only learn it after initiation into Celestial martial arts, and should a different Aspect attempt to learn it a one-mote elemental surcharge is applied to all Charms they use. However, once the style is completed, three benefits are conveyed: one, the Recalibrant (as master practitioners are known) treats all air-Aspected Charms as in-Aspect; two, they regain Essence and willpower normally within Reality; three, their bodies are sufficiently honed to mechanistic ideals that they may install Alchemical Dexterity Charms at twice the normal price. These benefits are conveyed to Dragon-Blooded and Celestial Exalts equally.
Form weapons for this style are the razor gear (see TheThirdAge/Technology) and gyroscopic chakram. When wielded by a practitioner of this style, these weapons are propelled further by infused pressure; multiply their ranges by 5. This style is fully compatible with armour.
Charms
Pressure-Sensitive Shell
Cost: 3 motes Mins: Martial Arts 2, Essence 1 Type: Simple Duration: One scene Prereqs: None
Skin bristling at the slightest breeze, the martial artist becomes acute to the slightest variations in pressure. For the remainder of the scene she ignores all penalties for fighting blind, and is considered aware of any attack against her that has a physical component.
Pulse Blast Palm
Cost: 4 motes Mins: Martial Arts 3, Essence 1 Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prereqs: Pressure-Sensitive Shell
Coalescing steam-aspected Essence about her hand, the martial artist gathers a pocket of thunderous pressure to accompany her strike. Should her attack hit, add the character's Martial Arts to its raw damage for the purposes of determining knockback or knockdown (and only that purpose). If knockback or knockdown is is incurred from this attack, the minimum difficulty for resisting it is equal to the character's Martial Arts.
Howling Vent Motion
Cost: Varies Mins: Martial Arts 2, Essence 2 Type: Reflexive Keywords: Obvious, Combo-OK Duration: Instant Prereqs: Pressure-Sensitive Shell
The martial holds a knot of tension inside her at all times, ready to erupt. At the slightest mention of danger it unravels, sending a plume of dust and steam back as she erupts forward. She may add an amount of dice to her Join Battle action equal to the number of motes spent on this Charm, up to a maximum of her Martial Arts.
Intrinsic Vapour Release
Cost: 2 motes Mins: Martial Arts 3, Essence 2 Type: Reflexive Keywords: Obvious Duration: One scene Prereqs: Pressure-Sensitive Shell
Opening her mouth and letting loose a deep sigh, the martial artist imbues Essence into that breath. Quickly, it blossoms out into clouds of thick vapour, obscuring sight all about her. The vapour cloud quickly grows to a size of (the character's Essence + Martial Arts) in radius and remains until the scene has ended or it is blown away, whichever comes first. The cloud imposes a -2 visibility penalty on any actions requiring sight within it. It is also considered a suitable distraction for the purposes of making a Stealth roll to escape, and reduces the difficulty of any Stealth roll within it by 2 – the 'release' mentioned in the Charm's name has multiple meanings.
Steam Dragon Form
Cost: 5 motes Mins: Martial Arts 4, Essence 2 Type: Simple Keywords: Form-type, Obvious Duration: One scene Prereqs: Pulse Blast Palm, Howling Vent Motion, Intrinsic Vapour Release
Releasing her internalised pressure with a heavy breath and a blast of steam from her anima, the martial artist gains mastery of internal and external force. For the remainder of the scene, she may add her Martial Arts as automatic successes to any thrown attack, and to her dodge DV against ranged attacks she is aware of. She may not more than double her attack successes or DV this way.
Impetus Gathering Intent
Cost: 10 motes Mins: Martial Arts 4, Essence 2 Type: Extra Action Keywords: Combo-OK, Obvious Duration: Instant Prereqs: Steam Dragon Form
The martial artist stops, focusing her attention wholly on her target. Cold, clinical intent chills her mind even as steam evaporates from her body. Sprung, she unleashes herself in a sudden maelstrom of destruction. When this Charm is activated, the martial artist begins an Aim action. When the action finishes (or is aborted), she makes an attack with extra attacks equal to the ticks spent aiming; the bonus dice from the Aim action is applied equally to all of them.
Untouchable Nexus Stance
Cost: 5 motes Mins: Martial Arts 5, Essence 3 Type: Simple (-1DV) Keywords: Obvious Duration: Martial Arts in turns Prereqs: Impetus Gathering Intent
Hissing vapour roiling away from her anima, the martial artist radiates waves of heat and pressure. All who approach are thrown back by an onslaught that throws boiling condesation across surfaces and blasts away small debris. Approaching her requires a successful Valor check (or a point of temporary willpower), followed by a Strength + Athletics check (or any balance-augmenting Charm).
Roar Of The Reactor
Cost: 4 motes Mins: Martial Arts 5, Essence 3 Type: Simple Keywords: Combo-OK, Obvious Duration: Instant Prereqs: Untouchable Nexus Stance
A whirlwind of boiling clouds gathers around the martial artist, and with a thunderous cry is unleashed on her foes in a scalding wave. Everyone within (Essence x 10) feet is dealt (her Martial Arts)L. This may not be soaked with armour, and cannot be defended against except with a perfect defence. Double this damage for the purposes of determining knockback checks and distance.
Augmented Recoil Ascent
Cost: 3 motes Mins: Martial Arts 5, Essence 3 Type: Reflexive Keywords: Combo-OK, Obvious Duration: Martial Arts in actions Prereqs: Steam Dragon Form
Adopting the wilful nature of steam, the martial artist lashes fiercely against any surface that would attempt to bind her – even the ground itself. Every footfall triggering an avalanche of repulsive force, the Immaculate quadruples her running and jumping speed for the duration of the Charm.
Rupturous Infusion Technique
Cost: 3 motes, 1 willpower Mins: Martial Arts 5, Essence 3 Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prereqs: Augmented Recoil Ascent
The Immaculate quietens, focusing her destructive Essence outward and into her blow; palm or weapon shaking with elemental chaos. The attack deals lethal damage, and is especially harmful to the intricate machinery of machine spirits and drones – deal aggravated damage to these instead. A successfully struck target begins to convulse, dropping their DV by 2 until they can make a successful (Stamina + Resistance) roll against the martial artist's Essence. The remains of mortals slain with this technique are unmistakable; the malignant Essence gathers in their chest and forces their lungs to explode out through their ribcage.
Mechanical Siren Cavalcade
Cost: 4 motes Mins: Martial Arts 5, Essence 3 Type: Simple Keywords: Combo-OK, Obvious Duration: Special Prereqs: Rupturous Infusion Technique
As the martial artist's self-control approaches perfection, she channels all of our internal conflict into a point, that blossoms out into countless streams of screaming superheated steam. Whilst the Charm is active, the Immaculate may not move from the spot; moving breaks the Charm, and deals a lethal health level to her. Her attacks have a range of (Essence x 10) feet, raw damage equal to her Willpower, and a rate equal to her Martial Arts. If she is using the blasts to propel thrown weapons, they add their accuracy and damage bonus to these statistics.
Implacable Dynamo of Destruction
Cost: 10 motes, 1 hl, 1 wp per action Mins: Martial Arts 5, Essence 4 Type: Reflexive Keywords: Combo-OK, Obvious Duration: (Martial Arts) actions Prereqs: Roar of the Reactor, Mechanical Siren Cavalcade
At the conclusion of their studies, the Recalibrant learns to truly unify their internal psyche and the world around them. On the invocation of this Charm, her anima flares to a distance of (Essence x 10) feet. Every foe within this area is buffeted by blasts of pressure and hounded by stinging clouds, dropping their dodge and parry defence values by an amount equal to her Martial Arts. The Recalibrant can convert force of personality into speed and pressure, allowing her to make (Essence) extra attacks at her full dice pool each action. Each action after this Charm is activated costs the Recalibrant a point of temporary Willpower; the Charm can only end when the Recalibrant's reserves of Willpower are exhausted.
Feedback
So far, I like it a lot. I like the theory of steam, the concepts of pressure-at-a-distance, and the form-type's use of thrown weapons (I simply adore thrown). My biggest concern is with Pulse Blast Palm, which seems awfully expensive. I was considering 1-2m for cost, rather than 4, which is at the level of HGD and other such highly powerful effects. Really, four motes invested into an excellence would get you two more attack successes, and thus not only two more damage for purposes of knockdown, but also two more damage (and a much higher chance of hitting). In addition, you'd have used an excellence as your charm action, allowing you to use it for defensive purposes that round as well, whereas Pulse Blast Palm is really only useful offensively. As a question, I would like more about this style, most specifically the form-weapons, if any. -- GreenLantern
- Good analysis! I've dropped the cost of Pulse Blast Palm accordingly, and written up the blurb and rules of the style - let me know what you think. The post-Form Charms will follow shortly! ...DeathBySurfeit
Next up - Can I use this with a 'real' chakram? What about shuriken? If not, why not? -- GreenLantern, who thinks 'real' chakrams and shuriken should be allowed.
- Thanks for the salvo of feedback! I wanted to differentiate the Style from Air-Dragon Style proper, and it was designed to increasingly revolve around the mechanical chakrams' ability to store pressure; perhaps more emphasis in the flavour text would help that. If you'd like to have shuriken and chakrams as in-style weapons, I'd suggest houseruling so...DeathBySurfeit
And another thing - You can wear armor in the traditional dragon styles. Is this true of the recalibrated style as well? -- GreenLantern, just checking
- Yep, check the end of the blurb - "This style is fully compatible with armour." ...DeathBySurfeit
And a third thing - What about dealing and parrying lethal? A fairly common effect, it seems to be absent pre-form, which seems odd, even though it's not a problem. -- Still GreenLantern
- If you're using martial arts weapons that can deal and parry lethal attacks, it shouldn't really be a problem. I eschewed it in favour of more interesting effects...DeathBySurfeit
Look! I'm on a roll! - Can you use Pulse Blast Palm for other, non-effect purposes? Can I put out a candle across the room with it? What about ranged attacks with it? -- GreenLantern, who thinks he's done for now
- Nice idea! But not so much ranged attacks, I feel. I've added a bit on the end accordingly...DeathBySurfeit
I have the new Dragon Blooded book! Slight tweaks to existing charms, and a trio more. Expect the Style and its peers to be finished in relatively short order...DeathBySurfeit