This is a Terrestrial style with 9 Charms. An Air style which uses fans, and focuses on phantom-fist techniques. Might have separate branches for "open fan" and "closed fan" moves. (propounded by Ikselam on the MAStyleIdeaBank)
Zephyr-Hand Strike (Quendalon)
Cost: 3 motes Duration: Instant Type: Simple Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charms: none
The character moves with the supple grace of an autumn breeze. Her touch is gentle yet ineluctable; she adds her Essence rating in automatic successes to an unarmed attack roll. If the attack hits, it inflicts bashing damage, and the maximum number of damage dice she can roll is limited to her Essence rating.
Eight Tiny Winds Distraction (TedPro)
Cost: 2 motes Duration: Instant Type: Reflexive Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charms: Zephyr-Hand Strike
The character flashes an open fan in strange geometric patterns, feigning several deceptive parries in response to an attacker, throwing the attacker off balance with surprising moves. This provides no bonus against the current attack, but until the end of the next round, any further parry attempts against the same attacker gain an extra success. The attacker will be aware of the distracting nature of the attacks - often, this defense simply leads the attacker to pick other targets.
Wind Hammer Blow</b> (Issaru)
<b>Cost: 3 Motes Duration: Instant Type: Supplemental Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charms: Zephyr-Hand Strike
Surrounding her hand with essence-borne winds, the martial artist strikes with the force of a tropical storm.The Martial artist adds her Essence to the damage of an unarmed attack, and the total damage result is doubled for purposes of knockback and knockdown. This attack can be performed with normal fans (as opposed to fighting fans); this provides no additional benefit or penalty (for purposes of this charm a normal fan has the same stats as an unarmed punch).
Cloud-Palm Form</b> (Issaru)
<b>Cost: 4 Motes Duration: One scene Type: Simple Minimum Martial Arts: 4 Minimum Essence: 3 Prerequisite Charms: Wind Hammer Blow, Eight Tiny Winds Distraction
The martial artist moves with the calm presence of the wind, as contrails of wind surround her every motion. Whirling with the flows of elemental air, she may negate a multiple-action penalty equal to her essence. She may also parry lethal attacks barehanded without a stunt. The form weapon of the Cloud-Palm Style is the fan. This Form is incompatiable with the use of armor.
Whirling Fan Counter-Offensive</b> (OhJames)
<b>Cost: 3 motes Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms: Cloud-Palm Form
With a flick and a twist of the martial artist’s outspread hand or opened weapon, she can parry any projectile fired at her. But then, by playing upon the subtle currents of air that constantly flow throughout the battlefield, she may attempt to send the offending object winging back toward its originator.
Upon activation, the martial artist may make a standard parry roll using Dexterity + Martial Arts. If the parry is successful, the character may make a second Dexterity + Martial Arts roll to counterattack. Each success rolled gives the counterattack 20 yards of range, in addition to increasing the damage of the attack. If the martial artist uses a fan, each success instead counts for 30 yards of range. Needless to say, this charm is much more effective at close quarters.
Whirling Fan Counter-Offensive may not be placed in a combo with any charm that adds successes or dice to a Martial Arts attack.
Rolling Clouds Defense</b> (TedPro)
<b>Cost: 4 motes Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms: Whirling Fan Counter-Offensive
The martial artist lightly touches an incoming unarmed or melee attack with an open palm or a fan, and gently guides the attack elsewhere. Used during a parry. If the parry has additional successes, the attack is redirected to another person or object, of the martial artist's choice, within range of both the martial artist and the original attacker. Treat this attack exactly as if it were an attack against the new target by the original attacker, with a number of successes equal to the extra successes on the parry roll. The attack cannot be redirected against the attacker.
Sailing Simoom Fist</b> (FourWillowsWeeping)
<b>Cost: 1 mote per yard Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms: Cloud-Palm Form
Slapping his hand or a closed fan against his palm, the martial artist summons up the cold wind of desert night, that creeps through tent flaps to dust sleeping nomads with sand. The impact passes through his open hand, allowing him to perform unarmed attacks or parries at distance. For each mote spent on this Charm, the attack or parry can reach 1 yard away from the martial artist; the maximum motes spent on this Charm are equal to his Essence. Attacks made using this Charm have a base bashing damage of the artist's Appearance, and the damage is piercing. This Charm only enhances preexisting actions; it does not enable the martial artist to make attacks when he normally could not.
Wind Stealing Gesture</b> (Issaru)
<b>Cost :4Motes,1Willpower Duration :Instant Type :Reflexive Min. Martial Arts :5 Min Essence :3 Prereqs :Rolling Clouds Defense, Sailing Simoom Fist.
Description:The Stylist makes a grabbing motion in front of her self, and her clothes begin to billow as she steals the winds around her. This effect causes all projectiles aimed at the Martial artist to falter, and more than likely fall flatly to the ground. The Martial artist rolls martial arts with the result being the amount of essence the attacker(s) must reflexively spend for the projectile to hit. If this roll is a botch all affected projectiles are consider Armor peircing. This charm works on all projectile attacks on a given instant (i.e. one-thousand Imperial archers fireing a volley , multiple opponents firing on the same initiative number/tick....).Also this charm is not boosted by any dodge or parry adders as it is neither a dodge or parry.
Winter Breezes, Closed Eyes (OhJames)
Cost: 10 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charms: Wind-Stealing Gesture
The martial artist inhales and concentrates, flooding her lungs with Essence. She then exhales, and from her pursed lips rush a flurry of invisible dragons made from her own breath and strength of spirit. These constructs fly through the air to strike down the warrior’s enemy, ideally buffeting him into unconsciousness.
Upon activating this charm the martial artist may make a number of unarmed attacks equal to her Essence. They can be at a range of up to her Essence x 3 yards, and each one is rolled separately. The damage for each attack is equal to the stylist's Strength + Essence. However, the damage from these attacks is rolled as one pool, after soak (note: soak reduces the damage of each attack seperately, but they are rolled together). If the target is reduced to incapacitated, all excess damage is discarded.
This technique is incompatible with the use of weapons.
willows thinks: Nikink finished the previous Relay, so he's got theme-suggesting priority. I suggest we wait at least a day longer (I know that he doesn't visit the Wiki as often as some other people do) to give him the opportunity to post one; otherwise, I guess someone else will pick it up. My suggestion, from MAStyleIdeaBank, is this:
- Cloud-Palm Style: (Ikselam's idea) An Air style which uses fans, and focuses on phantom-fist techniques. Might have separate branches for "open fan" and "closed fan" moves.
Just a couple of questions.1) Is this a Terrestrial style? 2)How many charms are in this tree? - Issaru
- Questions answered! Thanks! - Quendalon
Hey! My theme choice! I'd missed the 8 charm limit of the previous style. Oh well, this theme is good for now, but I'll reserve the right to call the theme later on when I have an idea for one. B-) - Nikink
- No worries, I'm the only one who's posted a Charm, and I have no objections if you want to scrap this theme (and the Charm) and replace it with something new. - Quendalon
- Nah, it's cool, I'm blank for inspiration right now... so I'll keep on thinking, and we'll see how this style goes. B-) - Nikink
Hey Issaru, aren't you in a bit of a hurry to fill in the relay? You only put up the previous Charm a few hours ago. You should probably give someone else a chance.
Also, the Form Charm you've posted seems grossly overpowered for a Terrestial Form Charm. - Quendalon
Personally, I admire Issaru's alacrity. The Form does seem a little strong, though. I like the "negate split dice penalties" effect, and the parrying lethal blows without a stunt seems common and fair. Maybe drop the parry bonuses, and drop the cost to 4 motes, and it'd be about right? -- TedPro
Well, Quendalon, I waited on the previous relay and missed my opportunity to put up the charm I thought was great for the style. I personally think that if someone has a Charm to post, they should do so. As for the Form Charm's power, I agree with TedPro. - Seiraryu
- Sorry bout that i was half sleep when i posted this so i got kinda carried away.Making changes now.Glad you guys liked the charm,well for the most part anyway.to tell the truth i wasn't to keen on the parry dice thing i just wanted the form to have some type of defense, but i do suppose the splitting asctions to parry and such is decent for defense. - Issaru
Is the rule now that you can post as many consecutive Charms in a Relay as you wish, without waiting on others? I just want to get this right for the future, as like Seiraryu, I have often held off on posting additional entries to a Relay to give others a chance. - Quendalon
I'm pretty sure that the dot-based relays deal with multiple entries by the same person by simply...continuing to add stuff. Following this, I suggest that alternate versions of certain foundational Charms in MartialArtsRelay, like Forms, are cool. However, finishing out the theme and moving on is at least equally cool, if not cooler. - willows
- Sure, but I don't see why you need to 'move on' three or four hours later... I mean, can I move on and post a new Charm ten minutes after my last one? Can I fill out the entire remainder of a Relay and move on to a new theme if I feel like it? - Quendalon, checking where the boundaries are
- I would say that you can post consecutive Charms as long as you don't get carried away. I can see two...maybe three if you're really excited and have had an epiphany, but just finishing a relay by posting five more Charms seems a little drastic. I suggest common sense be used--I was a bit cautious on the previous style because it was my first time posting at a relay. - Seiraryu
- I'd like to see what you had in mind for the Constricting Ivy Style, Seiraryu. Would you be so kind as to share it? (Just put it in the Style where it was envisioned with a note about being alternate, or something.) - Nikink Hoping...
- Ya know i'd like to see it too, you come up with great stuff stop holding out.hehe. - Issaru
- Lol! It's actually not all that special, but okay. I'll look for it. - Seiraryu
Posted it! - Seiraryu
Umm...I really don't under why Whirling Fan Counter-Offensive cannot be used without a fan. Martial Arts is predominantly unarmed...in my opinion, the in-style weapons should be supplemental to the style, not the other way around. For Charms that only work with weapons, you should make a Melee Cascade dealing with fans or something. - Seiraryu
- I just thought it made more sense if you could only use it with a fan. I could change it so that it is simply more advantageous to use it armed. And, you know, the more that I think about it...
- After all, you can fan yourself with your hand as easily as with a paper-and-wood construction. It's just not as cooling. - OhJames
- I understand why you designed it that way...but the weapon should be supplementary, not required. That's all I was saying. - Seiraryu
- Cool man. Thanks. -OhJames
Very interesting Charm, willows! I think maybe it should be supplemental instead of reflexive, though. If I understand timing rules correctly, you could use this Charm to make attacks when it's not your turn, which I don't think is your intent. Maybe I'm totally misunderstanding. -TedPro
- Thanks! It only enhances an action, it doesn't provide the dice pool to actually do it. The reason it's Reflexive is to take advantage of the Terrestrial advantage and all that. Edited the Charm text to clarify. - willows is incapable of being coherent today
willows says: Changed a mistaken prereq on my Charm. Issaru: Okay. Several things! First, the Wiki isn't primarily a chat site or something where no one minds being casual about grammar, punctuation, etc. It's just a website where we can edit the pages very easily. So, when people are posting here, we all like it if we stick to fairly tidy, proofread language. Please join us in the endeavor to keep the Wiki easily readable to all. Now, on to the Charm:
- As written, this thing makes you basically unstoppable against mortal attackers. This seems improper for a Terrestrial style, and even a reach for high-end Celestial magic. So, my suggestions regarding the Charm concern reining it back into the Terrestrial power level, with the assumption that it will end up being the pinnacle (a Charm will be added between it and Sailing Simoom Fist, in this case.)
- It makes your attackers spend motes. There is nothing yet short of Sidereal MA that can do this at such a large scale. I suggest increasing the difficulty of attacks instead, with the statement that any number of Willpower can be spent for automatic attack successes.
- It seems like you can activate this after attacks are rolled. This would sort of mess up the revision that I suggest above, so...
- This is a multiple defence that's significantly better than any martial defences I can think of, outside of the Inner Dragon Unbinding and the Four Magical Materials branch of the Prismatic Arrangement of Creation Style. So, finally, I think it should be at least 5 motes, 1 Willpower.
I'd agree with the assessment of WSG made by Willows. One way of toning this down would be to make it a Supplemental charm that allows a single MA parry to work against multiple ranged attacks made at the same instant. Think about it in conjunction with Whirling Fan Counter-Offensive. I'm not sure why, as written, it isn't a parry - since you seem to be parrying attacks with wind. -szilard
- I don't really think it was much more powerful than PCDM, but I should have assigned a willpower cost.I also must admit that MA+Ess was too many dice for that effect. Thanx for the comments. - Issaru
All right, there's my second charm on the Relay and i'm not sure if this is pinnacle-level, so we'll have to just wait and see. I was toying with the damage-pool-combining part, and I'm not sure if it came out the way I wanted it. Feedback is both appreciated and probably necessary. - OhJames
Is this style compatible with armor? - willows
- I always thought that MA's were incompatiable with armor unless specifically stated as such. AS always thanx for the comments. - Issaru