MoWaterDragonStyle

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by Morpheus

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This is a houseruled version of the Immaculate Water Dragon Style presented in Exalted: The Dragonblooded. It is a Water-Aspected Celestial martial art.


The water-dragon style resembles the calm, graceful movements of tai-chi. Beautiful fluid techniques and simple motions and postures characterize a style which relies on cunning motion and subtle positioning to overcome any foe. Practicioners of the Water Dragon Style are clever strategists in battle, who seek to best their foes with as little effort as possible. Usually, an opponent can be incited to defeat himself. The martial artist dodges when necessary, blocking occasionally, until the perfect moment comes, when the attacker's fury is turned back upon him with a single subtle movement which sends him sprawling to the floor, weaponless, prideless, and defeated. The water dragon style teaches leverage holds and throws, palm attacks, trips, and other techniques with the goal of removing control from the attacker and returning it to the martial artist. The water dragon style never uses kicks, which are seen as too clumsy and slow to be useful. Minimalist dodges and parries are emphasized by the style, as it is reliant on the ability to hold off attacks until the correct moment to strike arrives.

Occasionally, water dragon practicioners make use of special cesti manufactured for the immaculate order which combine typical war gauntlets and tiger claws. These open-fingered gloves possess padding and plating designed to add weight to blows without compromising movement. The plate of the gloves runs up the forearm, where 3 blades are sheathed by the gauntlet. A small bolt allows the martial artist to extend and lock the blades with little effort, turning to glove into a tiger claw.


                                      Fire Dragon
                                         Fury
                                           |
                ------------------------------------------------------
                |                          |                         |
             Kiss of                  Eyes of Fire           Instinct Guides the
             Hesiesh                     Frenzy                 Rising Flame
                |                          |                         |
                ------------------------------------------------------
                                           |
                                      Fire Dragon
                                         Form
                                           |
                ------------------------------------------------------
                |                          |                         |
         Essence of Fire               Red Lesson           Consuming Wildfire     
              Attack                 Counterattack                Charge 
                |                          |                         |
             Vengeful                 Red Presence               Holocaust
          Cast-off Spark                 Stance                   Strike
                |                          |                         |
                ------------------------------------------------------
                                           |
                                     Heart of Flame

Fire Dragon Fury</b>

<b>Cost:  3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 2
Min Essence: 1
Prereqs: None

Inciting the fury contained within and emitting a fierce kiai, the martial artist imbues a strike with terrible speed and destructive force. The character adds 1/2 her Martial Arts to a single attack, and that attack does Lethal damage.


Kiss of Hesiesh</b>

<b>Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 3
Min Essence: 2
Prereqs: Fire Dragon Fury

Using the anger of attack as a spark, and essence as fuel, the martial artist ignites the part of her body which is attacking with magical fire. This fire lasts only until the attack is resolved, and does not harm the character. However, this adds 1/2 the character's Martial Arts to the damage of the attack, and the attack deals Lethal damage. In addition, a successful strike probably ignites the clothes or hair of the target, unless he is wearing armor with a hardness rating. This attack can be used on inanimate targets to do additional damage and light them on fire.


Eyes of Fire Frenzy</b>

<b>Cost: 4 motes
Duration: 1 Scene
Type: Simple
Min. Martial Arts: 3
Min Essence: 2
Prereqs: Fire Dragon Fury

The character's eyes flash with intensity as the character admits the reckless instinct of flame into her mind. For the remainder of the scene, the character rolls her initiative twice, and keeps the highest result. However, the character is single-minded as the flame, and takes a -2 penalty to all non-combat or delayed actions. The freedom from thought created by this charm is very liberating, if frightening, and can be addictive if used overmuch.


Instinct Guides the Rising Flame</b>

<b>Cost: 3 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 3
Min Essence: 2
Prereqs: Fire Dragon Fury

Fire abhors earth. It moves up, and so does the character. A jet of essence forces the character's feet up. This charm can be used in a number of ways, such as:

  • Allowing the character to instantly stand
  • Adding 1/2 her Martial Arts as automatic successes to dodge a trip maneuver
  • Adding 1/2 her Martial Arts to her Strength for determining jumping distance
  • Allowing a mid-air double jump which can change the character's jumping direction in midair
  • Slowing the character's fall just before impact, reducing damage by 1/2 the character's Martial Arts
  • Supplementing a kick, adding her Martial Arts to its speed

Fire Dragon Form</b>

<b>Cost: 5 motes
Duration: 1 Scene
Type: Simple
Min. Martial Arts: 4
Min Essence: 2
Prereqs: Kiss of Hesiesh, Eyes of Fire Frenzy, Instinct Guides the Rising Flame

Fire is emotion - passion and instinct given form. By harnessing her own passion and instinct, the martial artist may add 1/2 her Martial Arts to all attacks and Initiative for the remainder of the scene. In addition, all of her attacks do Lethal damage, and she is guaranteed a reflexive dodge with her Martial Arts in dice to all dodgable anticipated attacks. This is not a dice adding effect, it simply allows the martial artist a dodge pool of her martial arts if there was none before or brings a dodge dice pool up to her Martial Arts if it is lower. It can also be used in conjunction with normal or reflexive parries, as normal. Finally, the martial artist gains an automatic success to all virtue rolls except Temperance, but the DC of Temperance rolls goes up by 1.

This is a celestial level "form" type charm.


Essence of Fire Attack</b>

<b>Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Martial Arts: 5
Min Essence: 3
Prereqs: Fire Dragon Form

The character supplements an attack with the raw, consuming essence of fire, causing his attack to glow with red-orange light and spark, and causing the temperature to rise momentarily. On a successful attack, the target rolls Stamina + Temperance versus the character's Charisma + Martial Arts. If successful, the target's essence does not catch, and the charm has no effect. If it fails, the target immediately takes a number of Health Levels of Lethal Damage equal to the Essence of the attacker, plus his own Essence. This damage can only be soaked naturally. This attack continues to do a number of Health Levels equal to the attacking character's Essence, soaked naturally, at the end of each Turn after the first, until a total number of Turns have passed equal to the target's Essence. This means that characters with 1 Essence only have to contend with the initial damage. Damage stops if the attacking character is Incapacitated, and when the charm stops doing damage, the fire goes out.

For example: an Immaculate with 3 Essence attacks a target with 4 Essence with the Essence of Fire. The attack hits, and the target fails the rolls. The attack deals normal damage, and then does Health Levels equal the the character's Essence(3) + the target's Essence (4) - the target's Natural Lethal Soak. Then, as long as the attacker is not Incapacitated, the charm will continue to burn the target, dealing the character's Essence(3) - the target's Natural Lethal Soak Health Levels. This damage occurs at the ends of the following Turns. After the 4th Turn total, the charm has ended.

The fire created by this charm is magical, and cannot be doused by mundane means. While alight, the character's possessions may burn, depending on their construction, and objects or characters who touch the target may be burned as well. Treat the target as a fire aspect who has activated his anima power with an Essence equal to the attacking character's Essence, save that he is not immune to his own fire. Characters attuned to water count their Permanent Essences as being 1 higher for the purposes of this charm. Characters who are immune to fire take no damage from this charm.


Vengeful Cast-Off Spark</b>

<b>Cost: 5 motes + 1 mote per 2 dice
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min Essence: 3
Prereqs: Essence of Fire Attack

The character summons up all of her rage into one point between the palms of her hands, and with a horrifying kiai ignites all her stored energy and sends it forth as a hurtling red orb of destruction between a foot and a yard in diameter. Where the orb hits, it burns. The character rolls Perception + Martial Arts to hit, and the spark has an Accuracy bonus equal to the character's Essence and a range equal to 100 x the charcter's Essence, with no extended range. This charm may be dodged or parried, but it is parried as an Archery attack. The attack does Damage equal to twice the number of optional motes spent to power the charm, plus successes, plus a number of Health Levels equal to the character's Essence. No more optional motes may be spent to power this charm than 2 x the character's Essence. This charm affects dematerialized spirits normally, and they can tell.


Red Lesson Counterattack</b>

<b>Cost: 6 motes
Duration: Instant
Type: Reflexive
Min. Martial Arts: 4
Min Essence: 3
Prereqs: Fire Dragon Form

The first lessons learned are bought with pain. Once burned, reflex pulls away. Harnessing the anger of an enemy's attack and the natural instincts brought by flame, the character delivers a counterattack designed to teach the target to keep his distance. The charcter makes a Reflexive Counterattack with a dice pool equal to her Martial Arts + the number of successes her opponent scored on the attack roll before defenses are applied. If the Counterattack hits and the target takes damage, he receives a penalty on all further attacks against the character equal to the number of Health Levels of damage he received. This penalty lasts until the target successfully strikes the character or for the remainder of the scene. Further applications of this charm overrule previous ones, even if the result is a lower penalty. The fear created by this charm is very real and instinctive, and though the penalties fade, the effects can linger for years.


Red Presence Stance</b>

<b>Cost: 5 motes, 1 Willpower
Duration: 1 Scene
Type: Simple
Min. Martial Arts: 5
Min Essence: 3
Prereqs: Red Lesson Counterattack

The world has a primal fear of fire. With this charm, the character unlocks that instinctive terror in all who see her. Attacking the martial artist becomes akin to thrusting one's hand into a crackling bonfire. For the duration of this charm, attacks made against the martial artist suffer a penalty equal to (the character's Martial Arts + 1/2 the character's Charisma - the target's Valor). This is a very instinctive effect, and character's who need not make valor rolls are not immune. However, automatons and other mindless creatures are.


Consuming Wildfire Charge</b>

<b>Cost: 5 motes, 1 Willpower
Duration: Varies
Type: Reflexive
Min. Martial Arts: 5
Min Essence: 2
Prereqs: Fire Dragon Form

Fire burns. It does one thing, and does it perfectly. Single-minded determination is at the essence of all the flame's actions. It burns and grows until it is stopped. A character who uses this charm takes this philosophy into herself. For the duration of this charm, after any turn in which the character successfully deals damage with an attack, she receives a 1 die bonus to Initiative, Attack, and Damage, to a maximum bonus of her Martial Arts. This charm lasts until the character takes any non-reflexive action beside attacking or for the remainder of the scene.


Holocaust Strike</b>

<b>Cost: 3 motes + 1 mote per 2 dice
Duration: Instant
Type: Simple
Min. Martial Arts: 5
Min Essence: 3
Prereqs: Consuming Wildfire Charge

Summoning up her energy, the character channels massive amounts of fiery essence into a single act of destruction. The character momentarily charges an attack, which is wreathed in flowing white flame and emits a high-pitched whine. When the attack connects, a burning, fiery explosion rocks the immediate area. The character is immune, but the target of the attack suffers additional damage from the attack equal to 2 x the Optional Motes spent on the charm, and the difficulty to resist knockdown increases by the number of motes spent. Everyone nearby suffers the effects of the explosion, as well. Nearby characters suffer a number of dice of Lethal damage equal to 2 x the number of Optional Motes spent, -1 for every yard they stand from the struck character, soaked normally. If a character struck by the explosion is immune to fire, the damage is bashing. The explosion may be dodged by jumping under or behind something, or by jumping out of range, but not parried. Each dodge success further reduces the damage by 1 die. Everyone hit by the explosion is thrown back a number of yards equal to the number of dice taken, and must roll Stamina + Resistance with a DC of 1/2 the number of dice taken or fall. Optionally, the character may choose to add 1 to the DC of his attack to make sure that even if the attack misses, it strikes the ground, causing the normal effects to everything within the radius. The character may also choose simply to strike the ground or some other nearby fairly solid object at least as big as a child to activate the explosion. A parried attack does not set off the explosion. No more Optional Motes may be spent powering this charm than the character's Martial Arts.


Heart of Flame</b>

<b>Cost: 10 motes, 1 Willpower
Duration: 1 Scene
Type: Simple
Min. Martial Arts: 5
Min Essence: 4
Prereqs: Vengeful Cast-Off Spark, Red Presence Stance, Holocaust Strike

A fire is passion that burns. The Master understands that passion. She understands pain and pleasure - sacrifice and desire. She has become as fire, and she too burns. This charm may be invoked anytime the character is less than ankle-deep in water, and it is suppressed if the character is submerged to that level. While under the effects of this charm, the character gains many benefits.

  • Add a number of successes equal to her Essence to all Virtue Rolls except Temperance
  • Add her Essence to the DC of all rolls to affect her Virtues (ie alter them through charms)
  • The character can reflexively sacrifice a Health Level to Aggrevated Damage to receive a number of Motes of essence equal to 2 x her Essence, which must be spent during the same turn on fire-aspected charms or to activate fire-aspected artifacts. This does not count as charm use, and can be done at any time.
  • The character may channel through any appropriate virtue except Temperance on any appropriate roll without spending Temporary Willpower or Temporary Virtue Points, but still no more than once per turn.
  • The character burns much like a fire-aspect using her anima power, but more intensely. Add one die of Fire Damage to the damage of the character's unarmed attacks. Anyone clinching the character takes 2 x the character's Essence Lethal Fire Damage, soaked normally, on the character's initiative. Anyone within the character's Essence in yards at any point in the turn takes the character's Essence Bashing Damage, soaked Naturally, at the end of the turn.
  • If the character is using the Fire Aspect Anima Power, the heat and flame are far more intense. In that case, add the character's Essence as additional dice of Fire Damage to every unarmed attack. The character deals his Essence x 3 separate Lethal Fire Damage to anyone in a clinch, on her initiative. Anyone within the character's Essence in Yards takes the character's Essence x 2 Bashing Damage, soaked Naturally, and anyone within the character's Essence x 10 Yards takes Essence Bashing Damage, soaked Naturally, from the heat. Targets only suffer from the most dangerous of these two attacks.

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