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==Shark== *Shark Style is a Celestial level Martial Art. It seeks to emulate the characteristics of one of the deadliest predators of Creation's oceans: The shark. *An unrelenting killer instinct and unsurpassed swimming techniques make this skill most effective in the West or other regions with many bodies of water. However the style is still effective, even on land, applying quick and precise strikes to harm and cripple their opponents before closing in for the final kill. This philosophy tends to encouage a degree of cold cruelty in the life of this style's unusually quiet disciples. This sytle, like Tiger Style, is popular among the Lunar Exalted. *To learn this style, the student must possess at least Athletics 2 and Awareness 2. The form weapons for this style are Khatars, Chopping Swords and Saw Fish Swords and their artifact equivalents, the Reaver Daiklave and the Sawklave. ===Gills and Fins Technique=== *'''Cost:''' 3m; '''Mins:''' Martial Arts 2, Essence 1; '''Type:''' Simple (Speed 4, DV -1) *'''Keywords:''' Combo-OK *'''Duration:''' One Scene *'''Prerequisite Charms:''' None *This charm endows the character the aquatic grace and marine nature of a hunting shark. The character may move as easily as if he was on land. He swims his normal walking distance as a reflexive move action and can breathe water. Additionally, his vision functions without penalty. While potent, Gills and Fin Technique does not completely overcome the inherent clumsiness of the human body in water. The character remains subject to the combat dice pool penalties for fighting while submerged. Also complicated underwater maneauvers still require swim rolls and any mobility penalty still applies in full. ===Crushing Jaws Maneuver=== *'''Cost:''' 3m; '''Mins:''' Martial Arts 3, Essence 1; '''Type:''' Reflexive (Step 1) *'''Keywords:''' Combo-OK, *'''Duration:''' One action *'''Prerequisite Charms:''' None *The shark attacks quickly and with force, trying to fell his prey with one single mighty bite. The martial artist adds his Essence to his Accuracy and Damage until the next action. However he also reduces his weapon's rate by 1, to a minimum of 1. If this attack also successfully inflicts at least one health level of damage, consider the martial artist having tasted his victims blood for the use of other charms. ===Shark Form=== *'''Cost:''' 6m; '''Mins:''' Martial Arts 5, Essence 2; '''Type:''' Simple (Speed 4, DV -1) *'''Keywords:''' Form-type, Obvious *'''Duration:''' One Scene *'''Prerequisite Charms:''' Gills and Fins Technique, Crushing Jaws Maneuver *The martial artist adopts the silent grace and terrible bite of the shark. He furthers his resilience as his hide takes on the properties of that of the shark, cutting the fools trying to hold the practicioner and slipping out of their grasp. *The martial artist's unarmed attacks deal lethal damage and he can parry lethal attacks with his hands. Add the stylists Martial Arts to his movement and ignore all movement penalties when moving in water or muck. He can also ignore all penalties to combat resulting from being in or under water. He also ignores all penalties (internal and external) caused by negative magical effects based on the element of Water. This includes but is not limited to Dragon-Blooded charms with the Elemental keyword. *He also adds his Essence to his natural bashing soak, and may use this value to replace his natural lethal soak. His smooth hide also allows him to add his Martial Arts in automatic successes when trying to free himself from restraint. This also applies to rolls to control a clinch under the condition that he will break the hold, should he succeed. Whenever an opponent chooses to crush, hold or throw him in a grapple he can reflexively spend 1 mote to instantly inflict Strength + Essence damage on his attacker. This damage is piercing and this does not count as a Charm use for the turn. *A character cannot use more than one Martial Arts Form-type Charm at a time. The character must end Shark Form to assume another Martial Arts form. ===Drowning the World Technique=== *'''Cost:''' 6m; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Simple (Speed 5, DV -2) *'''Keywords:''' Combo-OK, Obvious *'''Duration:''' One Scene *'''Prerequisite Charms:''' Shark Form *Using his own essence to infuse the surrounding air with the properties of water, the air behaves like a fluid. Breathing is not hindered, but -(Essence / 2, round up) external penalties are inflicted on all beings within Essence x 2 yards, including the Martial Artist. These penalties come from being underwater, so anything able to effortlessly move within water can ignore these penalties. *At Essence 5 or above, the character can spend 6 additional motes and one additional willpower to automatically activate Shark Form when activating this charm. ===Superior Hunter's Senses=== *'''Cost:''' 4m; '''Mins:''' Martial Arts 5, Essence 2; '''Type:''' Simple (Speed 3, DV-1) *'''Keywords:''' Combo-Basic *'''Duration:''' One Scene *'''Prerequisite Charms:''' Shark Form *The sharks of Creation are predators known for their excellent senses. They can smell blood for many miles and sense vibrations caused by hiding or fleeing foes. *The martial artist can fight perfectly in darkness or underwater, ignoring all vision penalties when fighting enemies within the range of this charm. He may also add his Essence in additional dice to all awareness rolls. When locating certain foes, he can also add their wound penalties in additional dice (the highest one in case of multiple foes). If he has tasted their blood previously, add 2 automatic successes to locate them. This charm has a range of Essence x 5 yards on land and Essence x 100 yards in water. When in the same body of water as his enemies, he can not be surprised or surrounded, even if that body is only a small, ankle-deep puddle. ===Maiming Bite Attack=== *'''Cost:''' 4m; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Supplemental *'''Keywords:''' Combo-OK, Crippling, Stackable *'''Duration:''' Instant *'''Prerequisite Charms:''' Shark Form *The wounds caused by the many rows of shark teeth are terrible and painful. *An attack enhanced with this charm causes lethal damage. If the attack has at least one dice of post-soak damage (wether it causes damage or not) an additional -1 penalty is inflicted. This penalty is treated as an additional wound penalty (directly substracting from DVs, movement rates and reducing dice pools beneath essence) and it affects the victim until healed. One -1 penalty is removed whenever one health level is healed. Once a character is fully healed remove one remaining penalty per additional hour spent resting. This time is doubled for mortals. *If this attack also successfully inflicts at least one health level of damage, consider the martial artist having tasted his victims blood for the use of other charms. The wound also bleeds profusely, raising the difficulty to close wounds reflexively by 2. ===Cunning Shark Taste=== *'''Cost:''' 3m; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Reflexive *'''Keywords:''' Combo-OK *'''Duration:''' Instant *'''Prerequisite Charms:''' Superior Hunter's Senses *With the taste of an enemies blood on his tongue, the cunning shark is able to gauge his prey. *Roll Wits+Investigation or Wits+Awareness with a difficulty of the opponents Essence and divide successes as follows: Reveal one Charm (decided by storyteller) for 1 success, type of being for 3 successes or important combat statistics such as Join Battle or accuracy (one stat per success). Attack successes are divided amongst different pieces of information as the character’s player sees fit. This charm can be used only once per enemy per encounter. ===Blur of Teeth and Blood Technique=== *'''Cost:''' 4m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Reflexive (Step 1 and 9) *'''Keywords:''' Combo-Basic, Counterattack *'''Duration:''' Instant *'''Prerequisite Charms:''' Maiming Bite Attack *Sharks are known for their powerful and deadly hit and run attacks, leaving their prey wounded and bleeding before they return for the final kill. *When using this charm in step 1, the attacker may reflexively move his regular dash distance in yards before attacking. If he moved at least (10-Essence) yards toward his enemy, he may double his excess attack successes for the purposes of determining damage. This attack also causes piercing damage. If used with weapons that double armor it removes this disadvantage, resulting in armor being applied only once. *Furthermore, for spending an additional 2 motes at the start of step 9, before any counterattacks take place, the attacker may instantly move a number of yards equal to his regular move speed (modified as appropriately). If this takes the martial artist out of the counterattacker's range, then no counterattack takes place. This also breaks off any potential flurries of the attacker. *If this charm is used underwater, the martial artist may reflexively spend 2 motes to attempt to reestablish surprise, by hiding in the mist of blood and bubbles caused by his furious attack. ===Unrelenting Predator Focus=== *'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Reflexive *'''Keywords:''' Combo-OK *'''Duration:''' One Week *'''Prerequisite Charms:''' Cunning Shark Taste, Blur of Teeth and Blood Technique, Drowning the World Technique *Once the Shark has chosen it's prey, it can no longer be stopped. The cold hunter pursues his target with relentless and deadly efficency. *The martial artist may use this charm on any one opponent whose blood he has tasted at least once within the last 24 hours. Once activated, the charm is in effect for one week, and it can always only be in effect on one person at a time. During this time, the martial artist finds it hard to concentrate (temperance rolls as appopriate) on anything else than bringing his prey down. His motivation is temporarily changed to "hunt and destroy target" and he never fails a conviction or valor roll related to this goal. However he automatically fails all compassion rolls in regards to his target and anyone in his way. *He has no difficulty tracking his prey, smelling his blood up to a distance of Essence x 10 miles on land or Essence x 200 miles in water. Hunting a target on a ship or similar water vessel counts as if that target was in the water. Add Martial Arts in additonal successes to all rolls to track the target when a roll is neccessary. *While actively pursuing and attacking his prey, the practicioner may ignore all wound penalties inflicted on him. He also raises his DVs and MDVs against his target by 2 during this time. He can also eschew the need for sleep without negative effects by spending 2 motes per night. Finally, the practicioner knows his opponents weakness, inflicting Essence additional dice of damage with each attack. *To prematurely end this charm, the character needs to successfully roll temperance against a difficulty of (5 - days spent hunting, minimum 1). Once the chosen opponent is dead, the charm ends prematurely and the motes spent are decommitted.
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