SoF Exalted/TMA: Difference between revisions
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==Requirements== | |||
To use Terrestrial Martial Arts, you must have an Awakened Essence. This is represented by having an Essence Affinity Ability and an Essence Pool track. Anyone with one of the "basic packages" can thus learn TMA. | To use Terrestrial Martial Arts, you must have an Awakened Essence. This is represented by having an Essence Affinity Ability and an Essence Pool track. Anyone with one of the "basic packages" can thus learn TMA. | ||
==Powers== | |||
Terrestrial Martial Arts are Powers, but only ever from | Terrestrial Martial Arts are Powers, but are quite restricted in terms of both scale and scope. On scale, you may not spend more than your Power TL+1 on any single power. None may be taken to the superheroic level, that's the preserve of Charms and Celestial Martial Arts For scope, only ever from the list below: | ||
*Absorption* | *Absorption* | ||
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*Augmented Movement | *Augmented Movement | ||
*Body Weaponry* | *Body Weaponry* | ||
*Enhanced Endurance** | |||
*Enhanced Speed | *Enhanced Speed | ||
*Enhanced Strength** | |||
*Enhanced Reflexes | *Enhanced Reflexes | ||
*Imbue Armour or Shield* | *Imbue Armour or Shield* | ||
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*Some of these may be more appropriate for Sorcery than TMA | *Some of these may be more appropriate for Sorcery than TMA | ||
**Enhanced Endurance and Enhanced Speed are custom-made Powers, see below. | |||
===Custom Powers=== | |||
'' | '''Enhanced Endurance''' | ||
Base AP Cost: 2AP | |||
Activation: Fate Point | |||
Activation Time: Free Action | |||
Duration: Scene | |||
You gain the ability to become inhumanly durable, gaining the Aspect ''Enhanced Endurance'' when this power is activated, as well as the following benefits | |||
Stress Boxes: +2 Stress boxes. | |||
Other Rolls: For other uses of Enhanced Endurance, you gain a +3 bonus. | |||
Modifiers: | |||
+2(Passive): Your Enhanced Endurance is "always on" and you do not need to activate it. | |||
See page 177 of the SoF rulebook for more details. | |||
'''Enhanced Speed''' | |||
Base AP Cost: 2AP | |||
Activation: Fate Point | |||
Activation Time: Free Action | |||
Duration: Scene | |||
You gain the ability to become inhumanly strong, gaining the Aspect ''Enhanced Strength'' when this power is activated, as well as the following benefits | |||
Stress Boxes: +1 Stress box. | |||
Other Rolls: +3 WR to uanrmed punches and kicks or adds +3 to the WR of melee weapons. For other uses of Enhanced Strength, you gain a +3 bonus. | |||
Modifiers: | |||
+2(Passive): Your Enhanced Strength is "always on" and you do not need to activate it. | |||
See page 178 of the SoF rulebook for more details. | |||
==Limitations== | |||
Most TMA styles come with elementally-aspected limitations on them. Elemental-aspecting means taking Limitations on each one, which reduce their cost. If it restricts the type of armour you can wear (only light, no metal, only metal, etc), I'd say that's a 1 point limitation. If it rules armour out altogether, perhaps 2. If it limits the weapons you can use in some way (has a list of specific ones, or only wood), again 1 point, if you can't use weapons with it at all, 2 points. Other restrictions like requiring some sort of component (drugs, alcohol, etc) is again 1 point. | Most TMA styles come with elementally-aspected limitations on them. Elemental-aspecting means taking Limitations on each one, which reduce their cost. If it restricts the type of armour you can wear (only light, no metal, only metal, etc), I'd say that's a 1 point limitation. If it rules armour out altogether, perhaps 2. If it limits the weapons you can use in some way (has a list of specific ones, or only wood), again 1 point, if you can't use weapons with it at all, 2 points. Other restrictions like requiring some sort of component (drugs, alcohol, etc) is again 1 point. |
Revision as of 14:57, 1 May 2011
Terrestrial Martial Arts are the only form of supernatural martial arts that mortals and other non-Exalts can learn. They are the lowest tier of supernatural martial arts, but also the most commonly learned.
Requirements
To use Terrestrial Martial Arts, you must have an Awakened Essence. This is represented by having an Essence Affinity Ability and an Essence Pool track. Anyone with one of the "basic packages" can thus learn TMA.
Powers
Terrestrial Martial Arts are Powers, but are quite restricted in terms of both scale and scope. On scale, you may not spend more than your Power TL+1 on any single power. None may be taken to the superheroic level, that's the preserve of Charms and Celestial Martial Arts For scope, only ever from the list below:
- Absorption*
- Armour
- Augmented Movement
- Body Weaponry*
- Enhanced Endurance**
- Enhanced Speed
- Enhanced Strength**
- Enhanced Reflexes
- Imbue Armour or Shield*
- Imbue Weapon*
- Poison*
- Power Attack - Melee
- Resistance*
- Weapon Mastery
*Some of these may be more appropriate for Sorcery than TMA **Enhanced Endurance and Enhanced Speed are custom-made Powers, see below.
Custom Powers
Enhanced Endurance
Base AP Cost: 2AP
Activation: Fate Point
Activation Time: Free Action
Duration: Scene
You gain the ability to become inhumanly durable, gaining the Aspect Enhanced Endurance when this power is activated, as well as the following benefits
Stress Boxes: +2 Stress boxes.
Other Rolls: For other uses of Enhanced Endurance, you gain a +3 bonus.
Modifiers:
+2(Passive): Your Enhanced Endurance is "always on" and you do not need to activate it.
See page 177 of the SoF rulebook for more details.
Enhanced Speed
Base AP Cost: 2AP
Activation: Fate Point
Activation Time: Free Action
Duration: Scene
You gain the ability to become inhumanly strong, gaining the Aspect Enhanced Strength when this power is activated, as well as the following benefits
Stress Boxes: +1 Stress box.
Other Rolls: +3 WR to uanrmed punches and kicks or adds +3 to the WR of melee weapons. For other uses of Enhanced Strength, you gain a +3 bonus.
Modifiers:
+2(Passive): Your Enhanced Strength is "always on" and you do not need to activate it.
See page 178 of the SoF rulebook for more details.
Limitations
Most TMA styles come with elementally-aspected limitations on them. Elemental-aspecting means taking Limitations on each one, which reduce their cost. If it restricts the type of armour you can wear (only light, no metal, only metal, etc), I'd say that's a 1 point limitation. If it rules armour out altogether, perhaps 2. If it limits the weapons you can use in some way (has a list of specific ones, or only wood), again 1 point, if you can't use weapons with it at all, 2 points. Other restrictions like requiring some sort of component (drugs, alcohol, etc) is again 1 point.