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Yuki Akuma
2011-03-23, 01:50 PM
So I made a Terrestrial Martial Art, based baguely on the DB Athletics charms. Tell me what you think!

This is my first homebrewed... anything in Exalted, so I've probably royally screwed up somewhere.

RISING EMBER STYLE

This is a Fire-aspected style. (More flavour will be written eventually...)

Form weapons and armour: Spears and boots, as well as their artifact equivalents, are considered unarmed martial arts attacks when used with charms of this style. As Rising Ember Style requires swift, sudden movements and light footwork to function, it is incompatible with any sort of armour.
Complementary abilities: Rising Embers require at least three dots of Athletics to use the bounding leaps this style is known for.

Leaping Spark Method
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Sparks and embers that leap from a fire can rise to startling heights in an instant, bouyed by the heat of the fire that birthed them. This charm allows a Rising Ember to add his Martial Arts to any Athletics action that consists mostly of vetical movement upwards - high jumps, climbing or running up a tree, for instance, but not jumping across a chasm or swinging from vines.


Cushioning Updraft Technique
Cost: 1m per yard; Mins: Martial Arts 3, Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Leaping Spark Method

Embers are light enough to be caught in the mildest of updrafts. The Rising Ember focuses the heat of his Essence on the ground below him, creating a sudden uprush of air to slow his fall. Each mote spent reduces the effective distance of a fall by one yard, up to a maximum of (Martial Arts + Essence).


Rising Heat Blow
Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Cushioning Updraft Technique

Everyone knows that warm air rises above colder air. Enemies struck by a Rising Ember experience a similar situation. This charm supplements a single unarmed attack. The attack deals no real damage, but the raw damage is doubled for the purposes of determining knockback. Additionally, an enemy knocked back by this charm is flung directly upwards and, assuming he doesn't make a difficulty 3 (Dexterty + Athletics) roll to save himself, suffers normal falling damage when he hits the ground.
Enemies who succeed at the roll still fall prone, but suffer no damage, save perhaps to their ego.


Eruption of Sudden Ascension
Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 3, DV -2)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Cushioning Updraft Technique

The heat of volcanoes is such that the smoke and ash they produce can rise miles into the air. A sudden, hot updraft allows the user of this charm to make a single Dash action directly upwards, moving as far as he would with a normal Dash action along the ground after any modifiers. Getting back down to the ground is his own problem.
It is difficult to control the height of this flying leap. If the Rising Ember collides with anything, such as the ceiling, he suffers falling damage equal to the distance he would have risen had the obstacle not so rudely obstructed his ascent. He can make a reflexive (Martial Arts + Essence) roll to lower the distance he travels, each success lessening to distance traveled by one yard.


Rising Ember Form
Cost: 5m (+1 wp); Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Rising Heat Blow, Eruption of Sudden Ascension

The martial artist adopts a high, bouncing stance, bouyed by thermal updrafts all around him. He can use these updrafts to augment his movements, as though using Leaping Spark Method, although it costs no motes and does not count as a charm activation. Additionally, he can magnify these updrafts by activating Leaping Spark Method and paying one willpower, allowing him to extend the benefits to a number of creatures equal to his Essence, such as a mount, or his travelling companions.
In addition, the swirling updrafts add +1 to his Parry DV against physical Archery and Thrown projectiles - arrows and sling stones, but not blasts from an essence cannon or the flame of a firewand.


Ash Caught In An Updraft
Cost: 6m; Mins: Martial Arts 4, Essence 3; Type: Reflexive
Keywords: Action-only, Obvious
Duration: Instant
Prerequisite Charms: Rising Ember Form

Ash is so light that it takes minutes to reach the ground. The Rising Ember is not quite as light as that, but his control over updrafts allows him to defy gravity for a short time anyway. The martial artist may fly at twice his speed on the ground for the duration of a single action, at the end of which he falls to the ground if he has not already landed. The martial artist may not ascend more than his Essence in yards above a solid surface while in flight, and may not hover in place - he must keep moving. He suffers a -2 internal penalty on all actions while aloft. He -may-, however, pass over water as if it were solid ground.


Arrow-Buffeting Thermal
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Ash Caught In An Updraft

With a sudden, deliberate change in posture, the martial artist gestures upwards, causing a sudden gout of air to erupt around his body. This updraft allows the martial artist to perfectly parry an Archery or Thrown attack that consists of a single, solid projectile, such as an arrow or a sling bullet. This defense has no effect on projectiles formed from essence, or mundane attacks that do not take the form of a solid projectile, such as the blast of flame from a firewand, and neither does it work against an unblockable attack. These restrictions are considered a unique flaw of invulnerability.
The martial artist may activate this charm multiple times in response to a barrage attack, parrying one projectile with each activation.


Unrelenting Barrage of Upward Movement
Cost: 3m per attack; Mins: Martial Arts 4, Essence 3; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Rising Ember Form

The Rising Ember lets loose a barrage of unarmed Martial Arts at a single opponent, buffeting him with heat and kinetic force before flinging him skyward. The martial artist may make a number of attacks up to his Martial Arts rating, each attack costing 3 motes. This is a magical flurry that ignores rate, has no multiple action penalties and only has a DV penalty equal to the highest penalty in the flurry. None of the attacks deal damage, but each attack adds its raw damage together to determine knockback. As with Rising Heat Blow, any enemy knocked back by this barrage is sent hurtling skywards, with the same potential to suffer falling damage on landing, save that the roll to resist the damage is now difficulty 5, and even on a success the target still takes one die of bashing damage for every attack in the flurry.


Falling Smoke Prana
Cost: 6m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-basic
Duration: Instant
Prerequisite Charms: Unrelenting Barrage of Upward Movement

Eventually, smoke will fall to the earth and blanket the ground. The Rising Ember is not as light as smoke, however, nor can he spread out to cover what he falls on; instead, he can use the momentum of his fall to strike down his enemies.
This charm is a single unarmed martial arts attack. If not already in the air, the Rising Ember may make a reflexive roll to leap into the air above his opponent, before striking down with his foot or his spear. If already in the air, the Rising Ember need only drop down toward his foe. In either case, if the attack hits, the Rising Ember may add the number of yards he fell before striking his target to the raw damage of the attack (remember that most humans are around two yards tall). No matter how much damage the attack deals, the target must also roll (Stamina + Resistance) to resist knockdown, with a difficulty equal to the Rising Ember's Essence. In addition, the Rising Ember is not subject to falling damage.
If the Falling Ember -misses-, however, he is subject to full falling damage, unless he can activate charms or other magic to save himself. In addition, if he uses a mundane, non-artifact spear, the impact with the ground has a chance of breaking it; roll (Dexterity + Martial Arts). On a failure, the weapon snaps and breaks.


Cinder Becomes Firefly
Cost: - (+1 wp); Mins: Martial Arts 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerquisite Charms: Arrow-Buffeting Thermal, Falling Smoke Prana

This charm permanently upgrades Ash Caught In An Updraft. The Rising Ember need not stay within any distance of a solid surface, and may fly freely through the air. He can hover, and no longer experiences the -2 penalty to actions while aloft. However, he must continue to spend motes to activate the charm every action, or he falls as normal.
Moreover, this knowledge of flight can extend to the martial artist's other charms. At an extra cost of one willpower when activating another flight charm, the martial artist may extend the benefits of Cinder Becomes Firefly to that charm; for example, he may activate the Dragon-Blooded charm Dancing Ember Stride at a cost of 4 motes and 2 points of willpower, and thereafter be able to fly at any height, hover, and no longer take penalties to actions while aloft.

SurlySeraph
2011-03-26, 12:37 PM
Looks good; certainly no royal screwups.

I did the math on Rising Heat Blow, and it looks fine. It's not going to do more damage than just attacking in almost any case. Unrelenting Barrage of Upward Movement can do quite a lot of bashing damage, but doesn't seem overpowered; you can pretty much do 2.5 as much damage as with Rising Heat Blow for triple the cost.

Eruption of Sudden Ascension could use more detail on what you can do while up there - grab onto something? Also, it needs more advantages to using it. If you've got Dex 5, you can dash 11 yards; but Leaping Spark Method already lets you jump up 11 yards w/ MA 5, Athletics 4, Str 2, is easy enough to increase, and costs half as much. Being Speed 3 instead of Speed 5 doesn't strike me as a big enough advantage to justify its cost and greater depth in the charm tree.