SoF Exalted/Martial Arts

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Martial Arts

The study of the martial arts (MA) is a common endeavor across Creation. They are recognized everywhere as a useful skill to have in a violent world but also tool for attaining inner peace and tranquility. Parents sent their children off to study at famous MA schools and with reclusive MA practitioners who earn their life's coin through passing on their skills and knowledge to the next generation.

But there is no one form or school of MA. There are varieties across Creation, serving the needs and styles of people from all walks of life. One of the most important decisions a young MA practitioners will make is what style they wish to learn. Does one prefer a more offensive and reckless style? Or does one favor a more conservative style based on high percentage grapples and blocks? Each style has its own form of practice, and its own followers claiming that their style is the best. MA tournaments are a common form of entertainment around Creation, with top-ranked fighters becoming minor stars in their area and field.

While MA are open to anyone with the time to learn and the coin to pay, the Exalted are able to leverage their native powers into much more potent forms of the MA style. So while there may be some similarities in the style and appearance of a form practiced by both mortals and Exalted, the latter form will be faster, stronger, and all around more spectacular.

MA are founded on the notion that speed, skill, and technique will win against brute force. For this reason, MA styles are simply not conducive to wearing armor, which gets in the way of the martial artist being able to move quickly and accurately enough. The belief is that whatever advantages the martial artist gives up in terms of protection are more than compensated by being fleet of foot and agile. For this reason, martial artists are easily identified by the loose robes they wear.

Every MA begins with a form. The form is a brief moment of meditation and maneuvering that the martial artist uses to prepare for using his powers. Each form as a unique blend of vocalizations and body movement which serves as a “tell” for others as to their style. A well-trained martial artist will surely devote some time and effort to learning the forms of as many styles as possible so as to be better prepared when meeting unknown foes. For mundane martial artists, assuming the form is a meditative practice, but for the Exalted it's both that and the first chance to “power up” their fighting techniques. It follows then that one of the restrictions of MA is that if the practitioner can't assume his form, he can't perform his style.

For the Exalted, each style has two main components and a variety of secondary powers and effects. The main powers are some sort of armor effect and some sort of power attack bonus. Every style has these two powers built into their techniques.

Mechanics

In terms of game mechanics, the idea behind MA is that the player can buy powers for his or her character at a reduced AP cost. In exchange, the character loses the use of armor with the MS style but also faces a higher Activation Difficulty cost for using those powers, making Essence more important.

Each style has a number of advantages and powers associated with it. The final AP cost of each of these powers however can't be higher than the character's Essence rank. The costs of these power is summed, then halved (rounding up, so it's worth your while to ensure you have an even number of AP), then added to the cost of any advantages that it comes with. This determines the final AP cost to buy the style.

Step One: Determine base activation difficulty number.

To do this subtract your character's Essence score from your campaign's highest tech level (or highest possible Essence score). This is your character's base activation difficulty for all uses of your style's powers.

Step Two: Choose a style

Choose a MA style that your character practices. There are several examples below, each with a description of the sorts of moves and techniques it utilizes.

Step Three: Customize your style by using the guidelines for determining the activation costs and various levels that are based on your character's Essence.

Each style has a number of powers. The powers are pre-determined, but the players can modify the power as they see fit, in line with the cost limits and their character's Essence score. Some of these powers will be low-tier advantages which are always on, even without the form. The rest are super powers. Remember, the final AP cost of a given power can't be higher than the character's Essence score, so make sure to use limitations to bring the cost down when needed. The final power level - weapon rating bonus, armor rating bonus, etc. - will depend on your character's Essence score and any modifiers that were purchased.

Every power will have a name, an AP cost, an activation difficulty number, an activation time, a duration, and a list of any required modifiers. Each power's activation difficulty will be equal to its activation difficulty per the SoF rulebook plus your character's base activation difficulty.

Each power will have some sort of conditional trigger. For the powers that last throughout the scene, the conditional trigger will be assuming the form of the style. For other powers, the conditional trigger will be the character's Armor power. The goal of this design structure is to ensure that everything is triggered by assuming the form; if that can't be done, none of the powers can be used.

There are several styles below. More will be added over time.



Hungry Ghost Style
Advantages: Deadly Grace (1AP), Crippling Blow (2AP)

Form: Assume Hungry Ghost Form (simple action)

Power Suite:

Ghost Armor Prana (Armor)
AP Cost: 
Activation: 4 + base activation difficulty
Activation Time: Free Action
Duration: Scene
Modifiers: -1 (Conditional: Hungry Ghost Form)

Essence Discerning Glance (Astral Perception)
AP Cost:
Activation: 4 + base activation difficulty
Activation Time: Free Action
Duration: Scene
Modifiers: -1 (Conditional: Hungry Ghost Form), + 1 (Touch)

The user of this martial art can see and attack into the spirit world. 

Shrouded Claw Attack (Power Attack- Melee)
AP Cost:
Activation Difficulty:
Activation Time: Free Action
Modifiers: -1 (Conditional: Active Armor), +2 (Repetitive), +2 (Persistent: Necrotic Touch)

Striking the target causes his or her flesh to whither or rot away slowly over time, doing ongoing damage.

Charm Smothering Technique (Nullify)
AP Cost:
Activation Difficulty: Special
Activation Time: Simple Action
Modifiers: -1 (Conditional: Active Armor)

Using your control of darkness you can smother out others' use of their powers, just as you would squash the life of a bug.