Quilone/MiddleMMA

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Middle level MMA

At this level, Mortal styles are not only flavourful (as per the Basic level), but begin to have a mechanical effect on the game. By default, this translates into a fixed effect or set of effects per style. Players and STs should work together to determine the aims of the styles they use in their games, including philosophies, organisation, and details of the school(s) where they are taught.
Each style has a strict minimum MA ability requirement. It is recommended that Martial Arts be somewhat 'pared down' when using this level of integration - ie, the skill does not automatically grant the use of weapons. However, it would then be possible to integrate non-'MA' weapons into styles, akin to XMA form weapons. Current MA skill requirements on weapons could be transposed over - so a style allowing the use of hooked swords would have a skill requirement of 4. Bonuses should be applicable to conditions roughly as narrow as normal specialties.

Characters should be allowed styles appropriate to their Martial Arts score, possibly one style per dot they possess. Styles at this level of integration can be given experience/bonus point costs, as well. A tentative suggestion would be one bonus point per tier at creation (possibly introduce a background granting bonus points for this purpose, with a spread something like 2/3/4/7/9), and 3 per tier with experience points.


Powers

The powers granted by this level of MMA integration are simple but effective on a mortal level. The effects of each style should be tangible and direct, for example, granting +1 accuracy to kicks made with one style, or imposing a -1 modifer to opponents' pools in a clinch, or allowing the use of hooked swords, for instance. They are in all cases mundane effects, generally with small numbers of bonus dice, similar to Thaumaturgical specialisations, which stack with regular Martial Arts specialties.
Each tier of style will have appropriate benefits. First-tier styles should grant a single effect, such as a +1 modifier to speed, accuracy, damage, defense or rate of an attack type. They should have low requirements, as they are the bread and butter moves to any experienced martial artist. Second-tier styles might combine two or three such effects approrpiate to their nature, and might include weapon use. They should require Martial Art levels of at least 2, but probably no higher than 3-4. Third tier styles, being the pinnacle of MMA, could grant up to five bonuses. They also should require high MA scores - these are styles for masters, not students.

Powers are activated by the player announcing that her character will use a particular style. To avoid accumulation of effects, only one style may be used on a given dice action. Also, a character may only use multiple styles in a turn (through splitting dice pools) if he has a Martial Arts score at least one higher than the highest MA requirement of the styles in question. This means that generally only prodigies will be able to mix Tier 3 styles in a turn. Dice actions unaided by MMA are still permissible.

For example: Zho Ziu, a well-travelled martial artist, is a master of many styles and has defeated many schools.
He first learned from the school of Master Sanil Thirfer, which taught submission techniques for use by the guard in a small city. When Zho Ziu's player declares he wants to hold an opponent, he adds +1 to his Dexterity + Martial Arts roll to make the grab.
Later in his travels, Zho Ziu joined the Lapis Fire school in the South. After two years of training with them, he had mastered their leaping attack techniques. Now, his player can announce that Zho Ziu will be using this style, whip out his tiger fork, and gain two extra points of initiative when he wants to make an attack involving a jump.
This dedication did not go unnoticed. When Zho Ziu had mastered the eight styles of the central South, he came across a wizened man who challenged him to a duel. Zho Ziu was not prepared for the strength of the old man's fists, and accepted his offer to learn the Diamond Hand style. Now Zho Ziu is a master among men - and can punch with the force of a bull no matter how close the opponent. When his player declares he is using the Diamond Hand on a given turn, he gains two dice to his attack pool using his fists and a massive +3 damage modifier, but only on unarmed fist attacks.
His player could split his dice pool to make a leap attack, drop his tiger fork, then perform a hold, and gain bonuses on both actions, because Zho Ziu has a rating of 5 in his Martial Arts which is higher than the required 3 of the Lapis Fire's technique. Diamond Fist has a requirement of 5, so he could not gain its benefits in the same turn as another style's.