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==Raging Phoenix== *Raging Phoenix was a Lunar exalt in the late First Age who desired a simple easy to learn, and direct martial art that could be easily taught to young Lunars. After having them study under several masters with little success she decided to create one for them. The style she wished for would do away with most of the philosophy behind martial arts and focus only on ending any confrontation as quickly and efficiently as possible. *After several years of studying she was unable to create more than a few basic katas and her attempt stalled until a meeting with one of the foremost Solar martial masters, Emerald Dragon. During their encounter they laid the ground work for what would become one of the more violent and simplistic celestial martial arts styles. *The style teaches the 'nine points of contact' ; head, hands, elbows, knees and feet. A practitioner of this style looks almost berserk when attacking but is horrendously in control of his vicious attacks. The style is quick, precise and deadly, it is not meant to show a path, or contemplate ones navel, it is designed to start and end confrontations quickly and efficiently. *As this style was intended for Lunars, it can be learned easily by them; when learned by them is tied to ''Strength.'' *This is a highly physical celestial martial art which emphasizes speed and offense. Learning the style is painfully done as the senior students and master break and rebuild the prospective Fighter into a combat machine. *The basic tenets of the style harden and toughen the physical body and depend not on normal charms, but rather methods that change the way essence naturally flows in the user and the response of his natural reflexes. *Practitioners must have at least three dots in ''Athletics'' to begin learning this style. *'''Weapons and Armour:''' Stylists often wear light armors such as the breastplate and chain shirt. Small easy to use light weapons such as the gauntlet, heavy boot, knife, staff and fighting stick as well as their artifact equivalents, Smashfists, God-Kicking Boots, Switchklaves, Short Daiklaves, Wrackstaves and Banerods, count as unarmed attacks for the purposes of this style. ===Exploding Ember Response=== *'''Cost:''' 4m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Reflexive (step 9) *'''Keywords:''' Combo-Basic, Counterattack *'''Duration:''' Instant *'''Prerequisite Charms:''' None *Students are introduced quickly to the methods of this style as they are attacked by the older students as soon as they are excepted by the Sifu. This continues for several weeks and if they do not learn to respond quickly and unhesitatingly to these constant attacks they will not continue be taught. *The Fighter responds automatically to the first sign of hostilities and gains an immediate counterattack against the first melee attack made to initiate combat even if it is unexpected. ''Note that this charm does not make the Fighter aware of any such attack.'' *This counterattack is resolved before any join battle roll. ===Unhesitating Aggression Opening=== *'''Cost:''' 6m; '''Mins:''' Martial Arts 3, Essence 2; '''Type:''' Reflexive *'''Keywords:''' Combo-OK *'''Duration:''' Instant *'''Prerequisite Charms:''' Exploding Ember Response *Fighters learn early that the winner in any fight is he who lands the first truly damaging blow. *This charm can only be used before combat is initiated. *Launching himself into his foes headlong the Fighter lashes out viciously attempting to disable them before they can mount an effective response. The first attack made by the Fighter is considered unexpected and reflexive Wits+Awareness roll verses the Fighters Martial Arts score is needed to use ones DV. *Every attack made by the Fighter on his first action that deals damage has that damage type increased by one level, bashing to lethal, lethal to aggravated. If this attack would deal aggravated it inflicts only one level of damage and applies all other damage dice as -1 internal penalties to the target due to the overwhelming pain. The penalties can be 'shaken-off' by spending two points of temporary willpower when the target next acts. Note that this pain does not effect automata or inanimate objects. *Using this charm provokes a join combat roll from everyone nearby. ===Nine-Edged Weapon Method=== *'''Cost:''' -; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Permanent *'''Keywords:''' None *'''Duration:''' Permanent *'''Prerequisite Charms:''' Unhesitating Aggression Opening *Students of this style are taught to fight, not wait. Learning this style means that violence is your first response, no talking, no meditating or discussion, learning this style is about beating your opponents until they are incapable of responding. *This permanently enhances the Fighters unarmed natural attacks. Their speed is reduced by one and he gains another natural attack, the '''headbutt: Speed 5 Accuracy -1 Damage +3B Rate 1''' and the target must check for knockback ''(note the headbutt is itself not effected by the speed and rate bonuses of this charm)''. ===Living Weapon Prana=== *'''Cost:''' -; '''Mins:''' Martial Arts 3, Essence 3; '''Type:''' Permanent *'''Keywords:''' None *'''Duration:''' Permanent *'''Prerequisite Charms:''' Unhesitating Aggression Opening *Students must beat hardwood mannequins over and over until they can shatter them with a few well-placed blows. Then the stone ones are brought out. *The Fighter may deal and parry lethal damage at his leisure and the damage of his natural attacks are increased by one. ===Overwhelming Violence Commitment=== *'''Cost:''' 6m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Simple (Speed 4) *'''Keywords:''' Form, Combo-Basic *'''Duration:''' Scene *'''Prerequisite Charms:''' Nine-Edged Weapon Method, Living Weapon Prana *The Fighter lives for action and cannot be deterred from maintaining it. While fighting he is barely heard other than in yells and whoops and his determination can be seen plainly on his hardened features. Some stylists even begin to smile viciously as they pummel their foes with essence hardened strikes while seeming to be unaffected in return. *For the duration of this charm the Fighter ignores any wound penalties and adds his Essence to the base damage of all unarmed attacks. *In addition he may ignore Valor rolls; he passes or fails them at his leisure. ===Anvil-Fisted Embrace=== *'''Cost:''' 8m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental *'''Keywords:''' Multiple-Action, Combo-Basic *'''Duration:''' Till End of Clinch *'''Prerequisite Charms:''' Overwhelming Violence Commitment *The Fighter is dangerous at arms length, when grappled he becomes nearly unstoppable. *When the Fighter rolls to control the clinch he may also attack, making two normal unarmed attack actions which gain the Piercing tag, Overwhelming equal to his Martial Arts Score and no flurry penalties. When using the effects of this charm he may only take the Hold action while maintaining this clinch. ===Weakening Onslaught Prana=== *'''Cost:''' 4m; '''Mins:''' Martial Arts 4, Essence 3; '''Type:''' Supplemental (Step 8) *'''Keywords:''' Combo-Basic *'''Duration:''' Instant *'''Prerequisite Charms:''' Overwhelming Violence Commitment *Wildly launching attack after attack the opponents of the Fighter are left not knowing how to defend themselves. *This charm supplements a flurry of at least two attacks. *If the attack hits it deals no damage but adds each post-soak damage die as an additional onslaught penalty to the target. This charm can be activated multiple times during the flurry, once during each attack in it. ===Frenzied Inferno Assault=== *'''Cost:''' 12m, 1w; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Simple (Speed 6 DV-5) *'''Keywords:''' Multiple Action, Knock-back, Combo-Basic *'''Duration:''' Instant *'''Prerequisite Charms:''' Weakening Onslaught Prana, Anvil-Fisted Embrace *How do you run from wrath? What use is steel to harm rage? How do you shoot fury? Escape this attack alive and you might know. The Fighter commits everything as he launches himself at his foe all weapons flailing dangerously, the pure viciousness of his assault forcing his opponents to wonder if he is destruction given form. *The Fighter invokes this charm and may immediately attack with a number of his natural or form weapons equal to his permanent Essence and each weapon may attack a number of times equal to its rate. Flurry penalties do not carry over from weapon to weapon as is normal; as if each weapon has its own action. *Example: he attacks with a pair of Short Daiklaves, each with a rate of two and with a kick. He will take flurry penalties on the first set of attacks, -2, then -3. He will the reset the flurry penalty back to -2 and -3 for the next Daiklave. Then for the kick he does not flurry and attacks once with his full die pool. *Any target damaged by one of these attacks must check for knock-back, with an increase in the standard difficulty equal to the amount of damage taken. The fighter may choose to reflexively follow a target knocked-back by this charm in order to keep attacking him.
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