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Tavar
2012-05-04, 09:17 AM
The Genesis of this is the Fact that the only style which I'm familiar with that really helps Clinches is Solar style, and that one has a bunch of other things it does as well. This is a bit more of a focused style.

Also, my current Lunar Martial Artist keeps getting into situations where he ends up Clinching people, even though the style he's supposed to be specialized in doesn't really give anything at all to help that(Snake Style).

Still working on the fluff for the style, as well as nailing down the charms. Advice and criticism appreciated.

A Tale of Two Styles: Iron Grip Assassin and Anaconda

In the waning days of Solar Rule Iron Grip Assassin Style was developed a Sidereal for use in the Usurpation, allowing the Terrestrials to sneak up on some Solars, and to be able to hold them down. He was never able to finish it, though. The style was used to decent effect, but it's creator always new something was missing. But, with so much to do, he had to prioritize, leaving this work by the wayside. Eventually, he died, though not till long into the Empress's Reign. The style was largely forgotten by this time; Sidereals preferring styles that allowed them to maintain the mobility that was their greatest asset, and Terrestrials largely forgetting the Bulb of the Perfected Lotus outside of the Immaculate styles. Still, the occasional Vizier learned the style, as well as a few spirits. And though it is unfinished, it will remain in Heaven's records for all of time.

Anaconda Style is much more recent, developed by a rather young Lunar in the Far Eastern Jungles. Initially an outgrowth of Lunar hero style, over time he codified it, purifying the essence patterns. Not entirely successful, he knows the style is incomplete, but cannot quite grasp its lack.

Neither Style is complete, but in different ways. It is quite likely that a practitioner of both styles would be able merge the two, creating a third, finished style. Or perhaps it will be invented independently of either.


Iron Grip Assassin Style


Form Weapons and Armor:This style considers Fighting Chains, Fighting Gauntlets, Razor Harnesses, and artifact equivalents to be Form Weapons.

This style is compatible with medium armor, but not with shields.


Strike of the Hidden Assailant
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo Ok, Illusion
Duration: Instant
Prerequisite Charms: None
Assassins do not test their mettle like warriors, fighting strength against strength. They lie in wait, hiding, before springing to the attack. A martial artist with this charm can emulate this feat, seeming to fade into the background, before crushing an unsuspecting foe.

This charm may be activated whenever a character rolls join battle. If he rolls higher than any opponent, and makes a martial arts attack against them before their first action, the attack is considered unexpected. An opponent may spend 2 wp to see through this effect.

Constricting Coils
Cost: ;3m Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo Ok, Crippling
Duration: Instant
Prerequisite Charms: None
This charm enhances a Clinch attack chosen to crush. This charm gives the Martial Artist access to one of the following tricks. All penalties last for the scene, and can stack. This charm can only be applied to a single target once per tick, however. The Attack must deal one level of post soak damage for this penalty to take effect: charms or abilities that would negate all damage also block this charm.

Laming the Frightened Target: The Martial Artist targets the legs and hamstrings of their prey. The target's Dexterity counts as one lower for all values except attack pools and DVs.

Weaken the Defiant Bodyguard: The Martial Artist targets the muscles of the prey. Their Strength counts as one lower.

Shatter the Tough Armor: The Martial Artist focuses on loosening up the body of the prey. Their Stamina counts as one lower, and the next attack against them gains the Piercing tag.

Additional tricks can be bought for 1 Bp or 2 xp per trick.

Iron Grip Assassin Form
Cost: 4motes; 1wp Mins: Martial Arts 3, Essence 3; Type: Simple (Speed 5, DV -2)
Keywords: Form, Combo Basic
Duration: Scene
Prerequisite Charms: Strike of the Hidden Assailant, Constricting Coils

The Martial Artists unarmed Clinch attacks deal lethal damage, of if they already did lethal have their damage boosted by 1. The Martial Artist can parry lethal attacks normally, and may soak lethal with their full stamina. When in a Clinch,

As a final bonus, if multiple people grapple the same target and the Martial Artist is the one to benefit from the teamwork, each die that would be added is turned into a success, though each then counts as die added by charms.


Still Assassin Approach
Cost: 7 motes Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-Basic,
Duration: Indefinite
Prerequisite Charms: Iron Grip Assassin Form

This charm supplements a check to hide in battle. The Martial Artist is considered to qualify for the action, no matter the terrain, and succeeds baring opposing charms.

As long as the Martial Artist does not move or interact with anyone in a visible manner, they cannot be detected as a threat. Even if touched, they are simply viewed as a rock, part of the scenery. The effect ends immediately if they take any action besides waiting. If the Martial Artist attacks on the tick he ends this charm, he gains a [essence] dice on the roll.

The effect on those who see through this charm is an unnatural mental influence that costs 3 wp to resist for a scene.This charm must be active for at least one tick before it is canceled.

If Engulfing Shadows may remain active while using this charm, but the Martial Artist takes an External penalty of the victim's essence on rolls, and if Engulfing Maw is broken, this charm ends.

Death in the Shadows
Cost: 4 motes Mins: Martial Arts 4, Essence 4; Type: Simple (Speed 6, DV -1)
Keywords: Shaping, Combo-Basic
Duration: Indefinite
Prerequisite Charms: Still Assassin Approach
Having caught the target, an Assassin finishes his work in the shadows, where no one can see them squirm.

This charm may only be activated in place of the normal contested roll to maintain or gain control of a grapple. The roll happens as normal, but if it is successful, the Martial Artist's Shadow seems to open up, enveloping the target, before returning to normal. As long as this charm is active, the shadow seems to be grappling with some unseen object. In fact, the victim is trapped in some strange world of shadow, unable to act in the outside world as long as the shadow hold them. The normal rolls to break free still occur, and if they should do so the charm immediately ends, the Martial Artist's shadow violently releasing the former target up, taking a -1 internal penalty for one action due to distress, as well as automatically falling into a clinch under the control of the victim. Otherwise, the Martial artist can keep chose any of the Clinch enhancement moves it likes. Additionally, this charm allows the Martial artist to move normally, suffering no restriction on what they do beyond having to flurry every action, though with a penalty 1 lower than normal(this reduction does not stack with anything else). If a Martial Artist would kill the target while this charm is active, they gain another option. Their shadow absorbs the target, giving 4 motes and healing one bashing level. The target's gear is then released, as well as the target if he chose not to kill him.

A Martial Artist can only have one instance of this charm active at a time.

Note, though this has the shaping tag, it does not shape the target, but the character itself. Integrity Protecting Prana and other such charms would have no effect, but charms that create an anti-shaping area such as Chaos-Repelling Pattern would.


Lure of the Assassin
Cost: 4 motes Mins: Martial Arts 4, Essence 5; Type: Reflexive(Step 9)
Keywords: Combo-Ok, Counterattack
Duration: Instant
Prerequisite Charms: Death in the Shadows
Assassin's must sometimes draw their victims out.

This charm can be activated when the Martial Artist is clinched, or upon losing control of a clinch. Sliding out of the opponent's Grasp, the martial artist imposes another contested Clinch roll, with extra dice equal to the number of Damage levels inflicted, if any.

Shedding the Useless Skin
Cost: 5 motes Mins: Martial Arts 4, Essence 5; Type: Reflexive(Step 8)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Anaconda Form
When a Snake's skin is damaged enough, it sheds it. Many could learn from this example.

If the Martial Artist would take enough damage fill a certain type of health levels(-1, -2, and so on), it perfectly soaks all the damage that would bleed over to the next level. This special activation condition counts as a flaw of invulnerability. If the Form charm is active, this charm also removes all crippling effects active on the Martial Artist.



Pinnacle of the Serpent King
Cost: - Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords:
Duration:
Prerequisite Charms:

This charm permanently improves on the Martial Aritist innate capabilities. Upon leaning this charm, the rate and accuracy of their Clinch attacks both improve by 1.

Engulfing Maw can hold one additional creature, and gains an enviromental effect dealing 4L/Action, Trauma [Essence].

Constricting Coils The penalty inflicted by this charm lasts until healed.

Still Serpent Approach: Attacks benefiting from this charm are either Unblockable or undodgeable, quality chosen when used.
Predator Prey Reversal



Anaconda Style


Form Weapons and Armor:This style considers Fighting Chains, Fighting Gauntlets, Razor Harnesses, and artifact equivalents to be Form Weapons.

This style is compatible with medium armor, but not with shields.

Strike of the Hidden Serpent
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive
Keywords: Combo Ok, Illusion
Duration: Instant
Prerequisite Charms: None
The Great Anaconda's of the Eastern Jungles do not fight foes aware of their presence. They lie in wait, hiding, before springing to the attack. A martial artist with this charm can emulate this feat, seeming to fade into the background, before crushing an unsuspecting foe.

This charm may be activated whenever a character rolls join battle. If he rolls higher than any opponent, and makes a martial arts attack against them before their first action, the attack is considered unexpected. An opponent may spend 2 wp to see through this effect.

Constricting Coils
Cost: ;3m Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo Ok, Crippling
Duration: Instant
Prerequisite Charms: None
This charm enhances a Clinch attack chosen to crush. This charm gives the Martial Artist access to one of the following tricks. All penalties last for the scene, and can stack. This charm can only be applied to a single target once per tick, however.

Laming the Wild Prey: The Martial Artist targets the legs and hamstrings of their prey. The target's Dexterity counts as one lower for all values except attack pools and DVs.

Weaken the Strong Hunter: The Martial Artist targets the muscles of the prey. Their Strength counts as one lower.

Shatter the Tough Hide: The Martial Artist focuses on loosening up the body of the prey. Their Stamina counts as one lower.

Additional tricks can be bought for 1 Bp or 3 xp per trick.

Anaconda Form
Cost: 4motes; 1wp Mins: Martial Arts 3, Essence 3; Type: Simple (Speed 5, DV -2)
Keywords: Form, Combo Basic
Duration: Scene
Prerequisite Charms: Strike of the Hidden Serpent,

The Martial Artists unarmed Clinch attacks deal lethal damage, of if they already did lethal have their damage boosted by 1. The Martial Artist can parry lethal attacks normally, and may soak lethal with their full stamina. When in a Clinch,

As a final bonus, if multiple people grapple the same target and the Martial Artist is the one to benefit from the teamwork, each die that would be added is turned into a success, though each then counts as die added by charms.


Still Serpent Approach
Cost: 7 motes Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-Basic,
Duration: Indefinite
Prerequisite Charms: Anaconda Form

This charm supplements a check to hide in battle. The Martial Artist is considered to qualify for the action, no matter the terrain, and succeeds baring opposing charms.

As long as the Martial Artist does not move or interact with anyone in a visible manner, they cannot be detected as a threat. Even if touched, they are simply viewed as a rock, part of the scenery. The effect ends immediately if they take any action besides waiting. If the Martial Artist attacks on the tick he ends this charm, he gains a [essence] dice on the roll.

The effect on those who see through this charm is an unnatural mental influence that costs 3 wp to resist for a scene.This charm must be active for at least one tick before it is canceled.

If Engulfing Maw may remain active while using this charm, but the Martial Artist takes an External penalty of the victim's essence on rolls, and if Engulfing Maw is broken, this charm ends.

Engulfing Maw
Cost: 4 motes Mins: Martial Arts 4, Essence 4; Type: Simple (Speed 6, DV -1)
Keywords: Shaping, Combo-Basic
Duration: Indefinite
Prerequisite Charms: Still Serpent Approach
Having caught and crushed it's prey, the Anaconda then Unhinges it's jaw, swallowing it whole so it can slowly digest it.

This charm may only be activated in place of the normal contested roll to maintain or gain control of a grapple. The roll happens as normal, but if it is successful, the Martial Artist seems to unhinge their jaw, and then swallow the grappled person whole. This effect always makes them seem bloated, but not to the extent that swallowing someone else whole should. The target is seemingly displaced to elsewhere, though it is contained in what appears to be a stomach. The normal rolls to break free still occur, and if they should do so the charm immediately ends, the Martial Artist violently throwing the former target up, taking a -1 internal penalty for one action due to the distress caused by the violent hurling, as well as automatically falling into a clinch under the control of the victim. Otherwise, the Martial artist can keep chose any of the Clinch enhancement moves it likes. Additionally, this charm allows the Martial artist to move normally, suffering no restriction on what they do beyond having to flurry every action, though with a penalty 1 lower than normal(this reduction does not stack with anything else). If a Martial Artist would kill the target while this charm is active, they gain another option. They may consume the target, gaining 4 motes and healing 1 bashing level. Any gear the target has is then regurgitated, along with the target if the Martial Artist does not wish to consume them.

A Martial Artist can only have one instance of this charm active at a time.

Note, though this has the shaping tag, it does not shape the target, but the character itself. Integrity Protecting Prana and other such charms would have no effect, but charms that create an anti-shaping area such as Chaos-Repelling Pattern would.


Predator Prey Reversal
Cost: 4 motes Mins: Martial Arts 4, Essence 5; Type: Reflexive(Step 9)
Keywords: Combo-Ok, Counterattack
Duration: Instant
Prerequisite Charms: Engulfing maw
Even the predators of the Anaconda can become the prey, as the great snake slithers out of their grasp and tightens it's own.

This charm can be activated when the Martial Artist is clinched, or upon losing control of a clinch. Sliding out of the opponent's Grasp, the martial artist imposes another contested Clinch roll, with extra dice equal to the number of Damage levels inflicted, if any.

Shedding the Useless Skin
Cost: 5 motes Mins: Martial Arts 4, Essence 5; Type: Reflexive(Step 8)
Keywords: Combo-Ok
Duration: Instant
Prerequisite Charms: Anaconda Form
When a Snake's skin is damaged enough, it sheds it. Many could learn from this example.

If the Martial Artist would take enough damage fill a certain type of health levels(-1, -2, and so on), it perfectly soaks all the damage that would bleed over to the next level. This special activation condition counts as a flaw of invulnerability. If the Form charm is active, this charm also removes all crippling effects active on the Martial Artist.



Pinnacle of the Serpent King
Cost: - Mins: Martial Arts 5, Essence 5; Type: Permanent
Keywords:
Duration:
Prerequisite Charms:

This charm permanently improves on the Martial Aritist innate capabilities. Upon leaning this charm, the rate and accuracy of their Clinch attacks both improve by 1.

Engulfing Maw can hold one additional creature, and gains an enviromental effect dealing 4L/Action, Trauma [Essence].

Constricting Coils The penalty inflicted by this charm lasts until healed.

Still Serpent Approach: Attacks benefiting from this charm are either Unblockable or undodgeable, quality chosen when used.
Predator Prey Reversal