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=Terrestrial= ==High-Flying Daredevil== [[Image:High-Flying_Daredevil_Style.png|right|thumb]] *This style was created by a Chosen of Battles to enhance the capabilities of Terrestrial warstrider pilots. *'''New Keyword:''' *''Warstrider:'' Charms with this keyword can only be used from inside warstriders, but doing so counts as channeling Essence through them, which can damage common and scout warstriders. ===Motonic Afterburner Surge=== *'''Cost:''' 1m; '''Mins:''' Martial Arts 1, Essence 1; '''Type:''' Reflexive *'''Keywords:''' Combo-OK, Obvious, Warstrider *'''Duration:''' (Essence) ticks *'''Prerequisite Charms:''' None *Activating this charm increases the Daredevil's per-tick movement rates by (Essence x 10) yards. Using this Charm causes a trail of cloudy white Essence to coalesce behind the character as he moves. ===Essence Missile Method=== *'''Cost:''' 1m per 1L; '''Mins:''' Martial Arts 2, Essence 2; '''Type:''' Simple (Speed 4, DV -1) *'''Keywords:''' Combo-OK, Obvious, Warstrider *'''Duration:''' Instant *'''Prerequisite Charms:''' Motonic Afterburner Surge *This Charm permits a Daredevil to fire a glowing bolt of concentrated essence toward a target. The bolt is targeted with (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. The bolt inflicts one die of lethal piercing damage per mote spent up to a maximum of (Essence) motes. ===High-Flying Daredevil Form=== *'''Cost:''' 5m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple (Speed 5, DV -0) *'''Keywords:''' Form-type, Warstrider *'''Duration:''' Scene *'''Prerequisite Charms:''' Essence Missile Method *This charm provides two benefits to the Daredevil: **It allows him to channel Essence through his warstrider without damaging its components. **It provides an additional bonus die to stunts performed while piloting a warstrider. This bonus die does not affect the rewards from stunting. ===Devil-May-Care Evasion=== *'''Cost:''' 5m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Reflexive (Step 2) *'''Keywords:''' Combo-OK, Obvious, Warstrider *'''Duration:''' One tick *'''Prerequisite Charms:''' High-Flying Daredevil Form *This Charm negates all Mobility penalties to the Daredevil's Dodge DV for a single tick. As the Daredevil evades wildly, he leaves a trail of afterimages behind him. ===Interception and Elimination Kata=== *'''Cost:''' 5m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Reflexive (Step 2) *'''Keywords:''' Combo-OK, Warstrider *'''Duration:''' Instant *'''Prerequisite Charms:''' High-Flying Daredevil Form *This Charm allows Daredevils to use ranged weapons to parry attacks made by other ranged weapons, using their ranged Abilities and their weapon's Accuracy rating in place of a Defense rating when calculating their Parry DV. ===Overwhelming Missile Storm=== *'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 4; '''Type:''' Simple (Speed 6, DV -1) *'''Keywords:''' Combo-OK, Obvious, Warstrider *'''Duration:''' Instant *'''Prerequisite Charms:''' Devil-May-Care Evasion, Interception and Elimination Kata *This Charm permits a Daredevil to fire a volley of dozens of glowing bolts of concentrated essence, the volley can attack up to (Archery or Martial Arts) targets. For each target, roll (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. Each successful hit deals ([Essence] x 3) dice of lethal piercing damage. Extra successes on the attack roll do not add to damage, and this attack cannot be dodged or parried without a stunt or magic. ==Pathwalker== *The Pathwalker style is a Terrestrial martial art so far practiced exclusively in a cluster of small communities in the Hundred Kingdoms. Outsiders inquiring about the style are told that it was invented recently by an itinerant Immaculate who, after bringing some stability to the region through his great deeds, taught it to them so they could defend themselves after he had moved on. The fact that many of the style's techniques bear more than a passing resemblance to the Water Dragon Style lends credence to their story. *'''Weapons and Armor:''' The Pathwalker style's form weapons are the cestus, fighting gauntlet, staff, and tiger claws. It can be practiced in armors up to medium weight. ===Experienced Traveler's Footwork=== *'''Cost:''' 1m; '''Mins:''' Martial Arts 1, Essence 1; '''Type:''' Reflexive (Step 1) *'''Keywords:''' Combo-OK *'''Duration:''' One scene *'''Prerequisite Charms:''' None *The first lesson learned by Disciples of the Walker's Path is how to evade and block the strikes of the enemy. Unfortunately, this comes at the cost of some of their own accuracy and striking power. A Pathwalker may activate this Charm as he makes an attack roll by committing 1 mote of Essence; he then chooses either his Dodge or Parry DV. For as long as he maintains the commitment, his selected DV increases by 1, but his dice pools for attacking are reduced by 1. Pathwalkers are explicitly permitted to invoke this Charm twice, choosing a different DV each time. ===Unthreatening Pilgrim Guise=== *'''Cost:''' 3m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Reflexive (see text) *'''Keywords:''' Combo-Basic, Compulsion, Illusion, Social, War *'''Duration:''' Until your first action *'''Prerequisite Charms:''' Experienced Traveler's Footwork *Pathwalkers know how to make themselves seem unthreatening. Any time the Disciple would roll Join Battle, Join Debate, or Join War, she may reflexively activate this Charm. If her opponents do not succeed on a (Perception + Investigation) roll against a Difficulty of the lower of Pathwalker's Martial Arts or Essence, they do not view her as hostile and will not take any action against her. On her first action, the Pathwalker may make an unexpected attack on any opponent who failed the (Perception + Investigation) roll; this is an explicit exception to the rule that mass combat units can only make unexpected attacks from physical concealment. However, the opportunity created by this Charm lasts only until the first time the Disciple's tick comes up; if she does not take advantage of it then, the opportunity disappears. ===Pathwalker Form=== *'''Cost:''' 5m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Simple *'''Keywords:''' Form-type, Obvious *'''Duration:''' Once scene *'''Prerequisite Charms:''' Unthreatening Pilgrim Guise *The Disciples of the Walker's Path seek to emulate their teacher in as many ways as they can, and thankfully, he taught them this Charm, which grants them some measure of his own resilience. A Pathwalker with this Charm active is surrounded by a field of blue, wavering essence crossed by wavy golden lines, like might be caused by small waves in a shallow, sunlit pool of water. This field allows the Pathwalker to soak bashing and lethal damage with his Stamina as if one of the Exalted, and to parry lethal attacks while unarmed. ===Dancing Through the Rain Technique=== *'''Cost:''' --; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Permanent *'''Prerequisite Charms:''' Pathwalker Form *This Charm permanently enhances Experienced Traveler's Footwork. Whenever a Disciple activates Experienced Traveler's Footwork, she may commit a number of motes up to her permanent Essence; her Dodge or Parry DV increases by 1 for each mote committed, even as her dice pools to attack decrease by 1 for every mote committed. ===Summer Thunderstorm Strike=== *'''Cost:''' 1m per die; '''Mins:''' Martial Arts 4, Essence 2; '''Type:''' Supplemental *'''Keywords:''' Combo-OK *'''Duration:''' Instant *'''Prerequisite Charms:''' Pathwalker Form *Summer thunderstorms often seemingly appear out of nowhere to detriment of unwary travelers, and Disciples of the Walker's Path learn to imitate that speed in their own strikes. When making a Martial Arts-based attack, add an extra die to his attack roll for every mote the Pathwalker spends, up to the Pathwalker's permanent Essence. ===Slaver-Smiting Prana=== *'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental *'''Keywords:''' Combo-OK, Obvious *'''Duration:''' Instant *'''Prerequisite Charms:''' Dancing Through the Rain Technique, Summer Thunderstorm Strike *This Charm functions exactly like Rippling Water Strike (''Dragon-Blooded'', p. 208), except that it can only be activated if the attack it supplements would strike an animate being, and that instead of a ripple in the air it takes the form of an expanding, spherical field of Essence like the Essence field created by Pathwalker Form.
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