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  • Flow Reversing Style [MA] [PEACH]

    Something I decided to write, a sort of Martial Art based around refusing to let someone have the ability to fight. Did a lot of 2e homebrew stuff, but this is my first time sticking my foot into 3e.


    Flow Reversing Style

    Originally conceived by a acupuncture specialist turned Sidereal Exalted, Flow Reversing Style makes use of a person's meridians and essence flow against them. A staunch opponent of murder, Kim Yunmi devised an approach that would attack an opponent who makes use of essence, and leave them weakened, with their flow stemmed and their body working against them. Mortal Flow Reversing Stylists make use of special non-lethal toxins that cause effects not dissimilar to heavy drug use in opponents, in hopes of disabling them. An Exalted practitioner instead makes use of an opponents pressure points as their weapons, while strengthening the flow within their own body to withstand great attacks. In the Age of Sorrows it most often survives in the halls of Wood Aspects, the great Heavens of Yu-Shan... and in some darker places, the former homes of Twilight Caste solars, where texts still detail the way to turn medicine into a form of fighting.


    Form Weapons: Unarmed Strikes, Acupuncture Needles, Tiger Claws and Knives, as well as their artifact equivalents Razor Claws and Short Daiklaives, are considered form weapons for use with Flow Reversing Style. All Flow Reversing Style weapons can be stunted to deal bashing damage with no penalty, and can always parry lethal attacks unarmed.


    Armor: Flow Reversing style is not compatible with any armor.


    Complimentary Abilities: Many Flow Reversing style charms make use of Medicine, requiring in-depth knowledge of the body - most practitioners in the Age of Sorrows are doctors first, and martial artists second. Many also make use of rhetoric to convince their opponents to stand down, and have some ranks in Presence.

    Special: All practitioners of Flow Reversing Style take on a Minor Principle - "I shall not harm those who have lain down their arms." This improves to Major upon taking Flow Reversing Form, and Defining upon taking Soul of Essence Poison. This principle cannot be weakened by any means outside of the choice of the practitioner, and loss of the principle loses access to some Flow Reversing Style charms.

    Supernal: A practitioner with Supernal Martial Arts treats their Essence as 3, unless their natural Essence is higher, for all purposes.



    Meridian Touching Hand
    Cost: 3m; Mins: Martial Arts 3, Essence 1
    Type: Supplemental Keywords: Mastery, Withering-Only
    Duration: Instant Prerequisite Charms: None

    The martial artist can easily pinpoint the vital areas of an opponent, the places on the body that no hardening can truly protect completely. When making a Withering attack supplemented by this charm, the Flow Reversing stylist reduces their opponent's natural soak by (the martial artist's Medicine).

    Mastery: If the opponent is wearing armor, reduce their armored soak by an additional amount equal to (the martial artist's Essence + 1).



    Flow Of Essence Counter
    Cost: 3m, 1i; Mins: Martial Arts 4, Essence 1
    Type: Reflexive Keywords: Counterattack, Uniform, Mastery
    Duration: Instant Prerequisite Charms: None

    Those who study the flow of essence know it flows unlike water, moving cleanly through all life in its own way - through mimicking of this methodology the martial artist flows around those who would harm them, using their time to stem their opponents flow, even as they attack. The martial artist gains +1 evasion against the attack, that explicitly works with other charms to increase evasion. Successfully avoiding the attack causes the Martial Artist to make a reflexive disarm gambit, even if they have already acted, utilizing the Martial Artist's (Dexterity + Medicine). The initiative cost, but not difficulty, of the disarm gambit is reduced by 1.

    Mastery: When used against an opponent wielding an attuned artifact weapon or wearing artifact armor, any extra successes over the Disarm Gambit's minimum 'attack' the attunement to one such object. If the amount of extra successes meets or exceeds the number of attuned motes, the attunement is lost, unless the owner reflexively pays motes equal to the number of extra successes to maintain attunement. If the opponent wields no attuned artifacts, these extra successes are instead rolled as initiative damage.



    Flow Reversing Form
    Cost: 8m; Mins: Martial Arts 4, Essence 2
    Type: Simple Keywords: Form, Terrestrial, Mastery
    Duration: One Scene Prerequisite Charms: Meridian Touching Hand, Flow of Essence Counter

    The martial artist becomes an endless flow unto themselves, gazing into the force that fills creation, and seeing its endless pathways. The Martial Artist becomes capable of perceiving the flow of essence, able to perceive the presence of immaterial spirits, and places where the Essence of Creation is warped and unnatural (though not how or why it is in such a state).

    While in Flow Reversing Form, the Martial Artist can replace the damage of any Withering attack with a unique poison, as they strike the prime meridians of their foe. This Essence Poisoning deals (Medicine - 1), minimum 1 initiative damage per round, bashing in crash, and imposes a penalty equal to (the Martial Artist's Essence - 1) , minimum one for so long as it lasts. This poison effect lasts for as many rounds as dice the martial artist would have rolled for damage, reduced as normal. The martial artist gains one point of initiative every round the poison takes effect, and if the opponent is Crashed by the poison, the martial artist gains the initiative as if they had crashed them.

    Any stylist who has had their Principle lowered by any means who enters Flow Reversing Form treats it as an automatically successful instill action upon themselves, attempting to strengthen the Principle. If the Stylist has the style's Principle at a rating lower than Major, they cannot make use of any charms that include Flow Reversing Form or its subsequent charms as prerequisites.

    Terrestrial: Dragon-Blooded martial artists who use this charm deal only (Medicine/2) rounded up initiative damage per round, and the penalty is equal to (the Martial Artist's Essence /2), minimum one.

    Mastery: When in Flow Reversing Form, the Martial Artist can strike at immaterial spirits with Withering attacks, but rather than deal damage, the Martial Artist attempts to force the spirit to materialize - if she can obtain an amount of successes equal to half of the Spirit's Initiative, she can force them to materialize, for no cost to the spirit. If she fails, any spirit can attack her while dematerialized until her next turn. If she succeeds, the spirit must disengage before they can dematerialize again.

    Special activation rule: If the martial artist succeeds in un-attuning an opponent from an artifact or charm, or deals initiative damage via Flow of Essence Counter, they may reflexively activate this Form.



    Essence Ignition Defense
    Cost: 5m; Mins: Martial Arts 5, Essence 2
    Type: Reflexive Keywords: Dual, Mastery, Terrestrial
    Duration: Instant Prerequisite Charms: Flow Reversing Form

    When someone suffering from Flow Reversing Form's poison attacks the Flow Reversing martial artist, the martial artist may reflexively activate this charm, igniting their poisonous essence in their opponent, wracking them with a distracting pain. Against a Withering attack this inflicts a penalty equal to the number of rounds remaining on the poison to the attack roll. Against a Decisive attack, this reduces the amount of damage inflicted by a successful decisive attack by (the number of rounds remaining on the poison/2), capped at the user's essence or 3, whichever is higher. In either case, the poison ends its effects immediately.

    Terrestrial: A terrestrial Exalt can only make use of this charm against Withering attacks.

    Mastery: When used against a Withering attack that misses, the attacker loses initiative equal to (penalty/2), and the martial artist gains an equal amount.



    Connection Severing Poison
    Cost: 1wp, 3i; Mins: Martial Arts 5, Essence 2
    Type: Simple Keywords: Mastery
    Duration: Instant Prerequisite Charms: Flow Reversing Form

    The martial artist stands in place for a moment, reaching into the essence consuming poison they had inflicted on any opponents. This burns out the remaining rounds of poison in all opponents, attacking an opponent's artifact attunements for an amount equal to (Remaining Rounds). The Martial Artist can choose which artifacts to attack first, and if they have more than the required amount to un-attune a single artifact, they may count it towards another artifact, possibly un-attuning an entire panoply from their foes.

    Mastery: If the opponent has no attuned artifacts to attack, the remaining damage is rolled and subtracted from their initiative, half of which is given to the martial artist.

    Soul Saving Mercy
    Cost: - (2i) ; Mins: Martial Arts 5, Essence 2
    Type: Permanent Keywords: Terrestrial
    Duration: Instant Prerequisite Charms: Flow Reversing Form

    When facing an enemy suffering from Essence Poisoning, the Flow Reversing Martial Artist can, without penalty, flurry a single social action to encourage their opponent to surrender with any other flurry-able action against them. If they accept this influence and surrender, all penalties from Essence Poisoning end. However, if an opponent surrenders and then rejoins Join Battle to fight the Martial Artist within the scene, they take initiative damage equal to (Essence) rounds of Essence Poisoning, as the latent poison awakens. They can, however, Join Battle on the side of the Martial Artist with no penalty.

    Terrestrial: Every flurried social action costs a Terrestrial Martial Artist 2 initiative, as the offer of mercy drags them out of the flow of battle briefly.


    Yeddim Collapsing Methodology
    Cost: 4m; Mins: Martial Arts 5, Essence 2
    Type: Supplemental Keywords: Withering-Only, Terrestrial, Stackable
    Duration: Instant Prerequisite Charms: Connection Severing Poison

    Even the greatest of beasts can be felled, when their legs cannot hold them up, when their lungs cannot catch a breath, when their arms are too heavy to lift. This charm supplements a Withering attack against an opponent suffering from Essence Poisoning, sacrificing initative damage, instead doubling the inflicted penalties of the Essence Poisoning. This doubles only the base penalty, even upon multiple applications.



    Meridian Reinforcement Armor
    Cost: — (+1wp); Mins: Martial Arts 5, Essence 3
    Type: Permanent Keywords: Mastery, Terrestrial
    Duration: Permanent Prerequisite Charms: Essence Ignition Defense

    Utilizing their own flow of Essence, and mastery of their meridian's flow, the Martial Artist is able to harden their body against attacks. This permanently allows the martial artist to add (Medicine) to their soak rating, and (Medicine/2) rounded up to their hardness, only while not within armor prohibited by Reverse Flow Style.

    Terrestrial: Terrestrial Exalted must pay one WP each round they apply this extra soak or hardness, unless against an opponent suffering from Essence Poisoning. Terrestrial Exalted do not add their Essence to these values against enemies with Essence Poisoning

    Mastery: This increases to (Medicine + Essence) and (Medicine + Essence/2) against opponents suffering from Essence Poisoning.



    Charm Destroying Strike
    Cost: 8m; Mins: Martial Arts 5, Essence 3
    Type: Supplemental Keywords: Decisive-Only, Terrestrial
    Duration: Instant Prerequisite Charms: Meridian Reinforcement Armor, Yeddim Collapsing Method, Soul Saving Mercy

    As part of a decisive attack, the Martial Artist can choose to deal damage to motes committed to charms, rather than their opponent. Each rolled HL of damage causes (Martial Artist's Essence - 1) damage to the mote commitment of their foe. If a charm's commitment is fully broken, the opponent does not gain back the committed motes, and must commit them once more to regain the effects of the charm, they can however reflexively recommit the motes to maintain the charm's benefits, even if such would normally be impossible. The martial artist can specify what 'kind' of charm they wish to target - such as targeting Tsu Yan the Dawn's defensive charms - but they do not gain knowledge of what charms these are. Always remove commitment starting with the cheapest, and moving up.

    Any extra damage to motes translates to initiative damage, allowing the Martial Artist to reset to base + the extra initiative damage.

    Terrestrial: A terrestrial who uses this charm cannot name what charms to end, simply beginning from the cheapest and moving upwards, and gains no initiative from any caused initiative damage.

    Soul of Essence Poison
    ​Cost: — ; Mins: Martial Arts 5, Essence 4
    Type: Permanent Keywords: Terrestrial, Mastery
    Duration: Permanent Prerequisite Charms: Charm Destroying Strike

    Upon taking this charm, the Martial Artist's Essence Poisoning stat lines rise to (Medicine) initiative damage per round (still bashing in Crash), and (Essence + 1) penalty, as their enlightenment turns their essence into an even more potent weapon. In addition, this charm augments Soul Saving Mercy, making it free to take a social action offering surrender, so long as the target is Crashed. These targets treat their tie of gratitude as Major, and it remains for (Essence) Days before it can be removed, should they accept the surrender.

    A martial artist whose style Principle is lower than Defining gains no benefit from Soul of Essence Poison or any charm that includes it as a prerequisite.

    Mastery: Any mortal, as well as Essence Users who accept the Martial Artist as superior to them instead treat the tie as Defining.

    Terrestrial: A terrestrial martial artist may only ever apply (Medicine/2) initiative damage per round, but improves their penalty to (Essence - 1). They may still benefit from the other bonuses

    Essence of the Garda Prana
    Cost: 12m, 2wp; Mins: Martial Arts 5, Essence 4
    Type: Simple Keywords: Decisive-Only, Mastery, Terrestrial
    Duration: Instant Prerequisite Charms: Soul of Essence Poison

    Some say this capstone was created by Kim Yunmi after the death of her own favored pupil, when a fellow martial artist refused to cede to him, and struck him down from behind. The rage and beauty of this charm is the perfect example of why Essence is a weapon to be wielded carefully.

    The martial artist has tried to avoid a deadly strike thus far, allowing the opponents to burn themselves out on them. But a true master know that not all battles can be ended peaceably. Sometimes people must die - and sometimes essence burns. As part of this charm the martial artist can attempt a Decisive attack against (Martial Artist's Essence) targets suffering from Essence Poisoning at any range, splitting his initiative as he sees fit, and adding the remaining duration of the Essence Poisoning to each one. They begin to glow brightly in the color of the martial artist's essence, before their open pores, eyes, any cuts or other wounds start to glow with similarly colored flames.

    At this stage, an opponent who honestly and fully prostrates themselves to the Martial Artist may avoid the effects of the Decisive attack. They must honestly mean what they say, and remove themselves from battle - no manipulation or hiding of intentions is possible, and they form a Defining Tie of Gratefulness to the Martial Artist, that lasts (Essence) Weeks before it can be weakened. During this time, they cannot attack the Martial Artist or any they see as his ally, unless attacked first.

    If an opponent is killed by this technique, the outside of their body is left flawless - any wounds upon it cauterized shut, any scars magically mended, and any blemishes disappeared. But there is no life to such a body, and despite no wounds, they are dead, and no force can save them. Those who survive look superficially well, but the wracking pain within them remains, and though their wounds are now spiritual, they do still exist, healing at the same rate as normal. Those who give up in the face of this attack are left superficially healed - all bleeding stopped, all non-magical poison removed, and all non-magical wounds counted as treated, though not healed.

    This move can only be used once per scene, unless reset by applying Essence Poison five times to targets not already suffering from it.

    Attempts to reduce the duration of Essence Poisoning against any Reverse Flow martial artist who possesses this charm takes an additional penalty equal to (Martial Artist's Essence).

    Terrestrial: A Terrestrial Exalt can just barely grasp the truth of this charm, only able to attack (Essence/2) opponents. In addition, a Terrestrial Exalt who kills their opponent leaves a permanent mark, fitting to their element - a fire aspect may burn the corpse until it is charred, a wood caste may cause it to decay into nature, and a water caste's may look at if the person drowned. In addition, opponents are left showing the marks of it, even if they give up - small singes and the like.

    Mastery: Any enemy who witnesses someone they see as a superior die or surrender to Essence of the Garda Prana is treated as having a Major Tie of Fear or Gratefulness against the Martial Artist for (One Day) per death or surrender, as they realize that the Martial Artist is willing to finish this fight, even if it means blood on their hands. Mortal opponents instead treat this as a Defining Tie. Battlegroups who witness the death or surrender of someone the entire battlegroup sees as their superior make a rout check. These benefits do not apply to any creature unable to feel fear.
    Last edited by KittyEmpress; 10-09-2016, 08:35 PM.

  • #2
    Question! Would you consider, say, acupuncture needles to be a valid Form Weapon for this Style?

    Also, using the Form's Special Activation Rules, one can only assume Flow Reversing Form if they are, in fact, a Solar or Abyssal or Sidereal, given that those are the only ones we know of that can activate the Mastery benefits. None of the other MA Styles have their Activation Conditions hidden behind Mastery benefits, and I can't help but think this is intentional.

    Admittedly, deattunement is also possible through Connection-Severing Poison, which can... Only be used on someone suffering from the poison that can only be produced through Flow-Reversing Form.

    Also, I think that Yeddim-Collapsing Methodology could use the "Stackable" keyword, because it stacks.

    Other than that... Gotta say, this is a NEAT style. I admit that from the title, I thought it was more of a "Use your opponent's strength against them" aikido-type style, but this is certainly VERY distinct.


    Disclaimer: In favor of fun and enjoyment, but may speak up to warn you that you're gonna step on a metaphorical land mine

    Comment


    • #3
      Acupunture needles would totally be a valid form weapon, I simply didn't include them because... uh... uh... >.> <.< They're there now.


      The Form's Special Activation Rules includes de-attuning artifacts, dealing damage via Flow of Essence Counter, or by using Charm Destroying Strike to remove attunement from a charm. This does mean that a non-Mastery capable MA has to have Essence 3 and make a Decisive attack to reflexively enter the form, and that may be too long to wait - though yes, it was intentional! I might change it though, if opinion is that it needs to be changed - it is a rather small style, I don't think adding one more way to trigger entering the Form would be that bad.

      Stackable Keyword, right, I always forget keywords.


      I'm glad you like the style's themes at least
      Last edited by KittyEmpress; 06-14-2016, 03:13 AM.

      Comment


      • #4
        A very cool style, which actually mixes fairly well with a style I've been writing on and off (focuses on forcibly attuning target's essence).

        The one rules comment that I have is that Meridian Touching Hand may be a little too cheap for what it offers. Comparing it to Seven Points of Weakness Strike, which only affects armoured soak (at non-mastery level), but has greater potential when combined with unexpected strikes it feels to me like they are quite close in effect. So I think a 3-4m cost might be slightly more in line (probably 3 as it is fractionally lower in power and Ebon Shadow is focused on getting unexpected attacks).


        My attempt at a Sidereal 3e Homebrew

        Comment


        • #5
          Originally posted by KittyEmpress View Post
          Acupunture needles would totally be a valid form weapon, I simply didn't include them because... uh... uh... >.> <.< They're there now.
          Glad I could help, and thanks for the answers. I'd somehow overlooked those.

          I'm glad you like the style's themes at least
          Oh I LOVE it. I'll show it to one of my friends, one of his concepts is "Wood Aspect Doctor".



          Disclaimer: In favor of fun and enjoyment, but may speak up to warn you that you're gonna step on a metaphorical land mine

          Comment


          • #6
            Raised Meridian Touching Hand to cost 3m per use, up from 2m. Clarified some language in one or two charms. Added a Terrestrial note to Charm Destroying Strike, which had a Terrestrial keyword but no actual note of what that meant.

            Specific questions I have to anyone willing to examine and critique:

            Should I add another way to enter the form reflexively, that does not rely on Mastery or a Decisive attack? The tree is only 9 charms, while the longest MA is 12, so I definitely have room to add a little more.

            Is the Capstone too strong?

            Does it 'work' as a MA meant to take away your options, so you're forced to give up? aka does it fit the themes I was going for.

            Comment


            • #7
              Meridian Touching Hand
              This one is fine.

              Flow of Essence Counter
              This should probably cost 3m 3i, and require the disarm attempt. On a succesful disarm, you can gain 1 back, and it should probably only be withering. I dont like the idea of a medicine roll doing actual physical damage (particularly given this MA's theme) to anybody.

              Flow Reversing Form
              This one is bigger so it has some subsections.

              1. Ok, so this is a medicine based MA that somehow gives you knowledge of sorcerous workings. Thats sort of strange, I would limit this to just knowledge of diseases infecting people the Martial Artist is looking at. Instantaneously reading their essence to figure out whats wrong with them? Fine. Using your amazing medicine skills to decode what makes an island float? Not so much. Also Free essence sight is strong, this is like 8 free XP.

              2. (Medicine) initaitive damage per round is too freaking good. I get that the MA isn't supposed to hurt people, but there is nothing that says you dont just stunt your withering for that aspect of the MA. Adding another 5 initiative damage on top of whatever initiative damage you are doing to them normally on the turns you aren't refreshing the poison is sick. This basically says "Take a round of prep then add your full medicine to your withering each attack, and if you dont attack, wither them for 5 anyway at any range." This needs to be adjusted in some way or the entire thing breaks pretty much immediately. The only saving grace here is the Martial artist doesn't get the full initative value of the poison each round, only 1. I'd probably change this to (Medicine/2) Round down (round up if you have mastery) + specialty for initiative, and the same for the penalty which balances better with other poisons. Not to mention that this gives you poison options for the whole scene, whereas all the other poison MAs (and no way this is more poison based than snake style) offer up a 1 tick long effect (it modifies an attack or makes an attack that does poison) not a whole scenelong. You can poison everybody in the scene just for the activation cost and not 5m or something each time. That is good enough.

              3. A mastery effect that is worth a half a charm in addition to the free spirit sight? This is too strong. This basically makes the charm worth 20 XP total. At a 24 XP investment in MA charms you have 36XP worth of effects.

              So basically, just the poison alone with some modifications is probably balanced. You could theoretically add some more charms to cover this ridiculous 2 dip wonder, pulling effects out of the form charm and into side charms, but occult charms exist for it already and so it would probably be a waste of time.

              Essence Ignition Defense
              This one is good, due to suggested changes with flow reversing form, dont halve the poison penalties, add medicine to the penalty applied by withering attacks. Should probably cost 5 motes, and drop the WP requirement. This puts it in line with black claw's similar ability (doe eyes defense).

              Connection Severing Poison
              This should probably be a gambit, I'm concerned with it being placed in a flurry since it does gambit stuff and allows you to flurry an attack to place more poison.

              Merdian Reinforcement Armor
              So we're turning Medicine into an all purpose combat stat at this point, when it's fairly rare to see random "add ability to random defense pool" effects (closest thing is battle dancer method, and its limited to 1/2 round down). This also ignores onslought penalties, its a full defensive suite in one charm, convering soak, hardness and onslought using a non combat ability. I'd say adding maybe opponent's penalty x2 to soak and x1 to hardness should be about as good as it gets (which is 8 soak 4 hardness). It should only allow you to ignore onslought penalties up to your poison's penalty as the mastery effect.

              Charm Destroying Strike
              Add a 1wp to the activation cost and this is probably fine.

              Essence fo the Garda Prana
              The mastery effect is over the top crazy. You are draining more motes from a group of people than any lore or occult specialist could ever manage in addition to doing HLs of damage and getting a multi attack out of it.
              Last edited by Ramaloke; 06-14-2016, 06:38 PM.

              Comment


              • #8
                Originally posted by Ramaloke View Post
                Meridian Touching Hand
                This one is fine.

                Flow of Essence Counter
                This should probably cost 3m 3i, and require the disarm attempt. On a succesful disarm, you can gain 1 back, and it should probably only be withering. I dont like the idea of a medicine roll doing actual physical damage (particularly given this MA's theme) to anybody.
                That would make this cost 3m, 5i, because a disarm gabit usually costs 4i. As is, it does cost 3m, 3i, when including the gambit attempt cost (which is halved). Do you think it should cost the 5i total? The damage was more of a thing to make the move not worthless against mortals, though I agree on whether it fits the themes or not. I'm not sure what else to allow it to do besides 'nothing'.

                Flow Reversing Form
                This one is bigger so it has some subsections.

                1. Ok, so this is a medicine based MA that somehow gives you knowledge of sorcerous workings. Thats sort of strange, I would limit this to just knowledge of diseases infecting people the Martial Artist is looking at. Instantaneously reading their essence to figure out whats wrong with them? Fine. Using your amazing medicine skills to decode what makes an island float? Not so much. Also Free essence sight is strong, this is like 8 free XP.
                It doesn't tell you why an island is floating, it just shows you that there is essence patterns that are odd here. The theme of the MA is partially 'reading essence', so someone can see when natural essence is out of whack - it doesn't tell them why it's out of whack, or how, just that it is. It's more of a 'flavor' thing than anything that will actually help you, like AESS actually would. I may change the wording to 'perceive strangeness in natural essence flows, though it does not confer knowledge of what these are' or something.

                2. (Medicine) initaitive damage per round is too freaking good. I get that the MA isn't supposed to hurt people, but there is nothing that says you dont just stunt your withering for that aspect of the MA. Adding another 5 initiative damage on top of whatever initiative damage you are doing to them normally on the turns you aren't refreshing the poison is sick. This basically says "Take a round of prep then add your full medicine to your withering each attack, and if you dont attack, wither them for 5 anyway at any range." This needs to be adjusted in some way or the entire thing breaks pretty much immediately. The only saving grace here is the Martial artist doesn't get the full initative value of the poison each round, only 1. I'd probably change this to (Medicine/2) Round down (round up if you have mastery) + specialty for initiative, and the same for the penalty which balances better with other poisons. Not to mention that this gives you poison options for the whole scene, whereas all the other poison MAs (and no way this is more poison based than snake style) offer up a 1 tick long effect (it modifies an attack or makes an attack that does poison) not a whole scenelong. You can poison everybody in the scene just for the activation cost and not 5m or something each time. That is good enough.
                I don't particularly want this to 'balance better with other poisons', to be blunt. I feel like a mystical essence poison should probably deal more initiative damage and penalties than a poison dart frog, or a simple venomous snake. And yeah, this is in fact 'more poison based than snake style', which has a single reference to poison, and only in its super underpowered capstone charm. More than half of the charms are poison based, so... how is this in 'no way this is more poison based than snake style'?

                I specifically designed the penalty amount to mean that at 5 essence it would have the same penalty as Yozi Venom, because I felt like in a combat style meant to fully embrace use of a poison, it should eventually imitate the penalties of a top of the line poison anyone can use, when you are a top tier super powerful person. I do think a slower way of growing the initiative damage might work out, though I'm not sure how you would simulate that, besides perhaps an upgrade charm further in that raises it from (Medicine/2) to (medicine) or something. Perhaps right before the capstone, at essence 4?

                3. A mastery effect that is worth a half a charm in addition to the free spirit sight? This is too strong. This basically makes the charm worth 20 XP total. At a 24 XP investment in MA charms you have 36XP worth of effects.


                So basically, just the poison alone with some modifications is probably balanced. You could theoretically add some more charms to cover this ridiculous 2 dip wonder, pulling effects out of the form charm and into side charms, but occult charms exist for it already and so it would probably be a waste of time.
                I thought limiting it to only applying the poison, meaning you can hit them once, but no other times, was weak enough. I may split it off into its own charm, because I do want a way for the martial artist to hit a spirit's essence, even if their body isn't around.

                Essence Ignition Defense
                This one is good, due to suggested changes with flow reversing form, dont halve the poison penalties, add medicine to the penalty applied by withering attacks. Should probably cost 5 motes, and drop the WP requirement. This puts it in line with black claw's similar ability (doe eyes defense).
                Wait, so it should add (Remaining Rounds + Medicine) penalty to withering attacks? Or just Medicine? And which halving do you mean not to do - the bonus initiative, or the subtraction of damage against Decisive attacks? Please clarify, I just don't fully understand it.


                Connection Severing Poison
                This should probably be a gambit, I'm concerned with it being placed in a flurry since it does gambit stuff and allows you to flurry an attack to place more poison.
                This is a Simple charm, and as such cannot be placed in a Flurry, and takes a full combat action on its own.

                Merdian Reinforcement Armor
                So we're turning Medicine into an all purpose combat stat at this point, when it's fairly rare to see random "add ability to random defense pool" effects (closest thing is battle dancer method, and its limited to 1/2 round down). This also ignores onslought penalties, its a full defensive suite in one charm, convering soak, hardness and onslought using a non combat ability. I'd say adding maybe opponent's penalty x2 to soak and x1 to hardness should be about as good as it gets (which is 8 soak 4 hardness). It should only allow you to ignore onslought penalties up to your poison's penalty as the mastery effect.
                The mastery effect idea is a good one, and was what was originally intended, but I was told by someone else that seemed too weak. Applying penalties based on the poison in the opponents is a good idea, but I also feel like it makes the martial art even more of a one trick pony than it already is, since it means you gain 0 benefit from any charm when not in the Form, while currently you'd at least gain some benefit, via the soak and hardness.

                Would this be better if switched the onslaught bit to being Mastery only, and removed the current mastery? This would then leave it as (Medicine Soak) (Medicine/2) Hardness all the time, and give it the benefit of being an onslaught negation charm only when you've poisoned someone already, requiring the Form be on.

                Charm Destroying Strike
                Add a 1wp to the activation cost and this is probably fine.
                I felt like this was already pretty balanced, since to take out most charms you will probably be converting enough damage to just 'kill' someone straight up.

                Essence fo the Garda Prana
                The mastery effect is over the top crazy. You are draining more motes from a group of people than any lore or occult specialist could ever manage in addition to doing HLs of damage and getting a multi attack out of it.
                That may, in fact, be correct - I originally didn't have a Mastery keyword on this when I first posted it, but I felt like there should be 'some' extra oomph for a Master, and that was the first one I thought of. Looking at it, it is definitely too strong. Do you have any suggestions on what to make a Mastery effect on it do?




                I hope it doesn't look like I'm just dismissing your problems with it, I definitely think some of these are really good opinions - I'm just hoping we can go through them and figure things out better.

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                • #9
                  Still looking for critique, and especially some advice on what to replace some of the Masterys with.

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                  • #10
                    How does this sound for the Essence of the Garda Prana's Mastery -

                    Mastery: Any enemy who witnesses someone they see as a superior die or surrender to Essence of the Garda Prana is treated as having a Major Tie of Fear against the Martial Artist for the remainder of the scene, as they realize that the Martial Artist is willing to finish this fight, even if it means blood on their hands. Mortal opponents instead treat this as a Defining Tie. Battlegroups who witness the death or surrender of someone the entire battlegroup sees as their superior make a rout check. These benefits do not apply to any creature unable to feel fear.


                    Also, a change to Flow Reversing Form's Mastery -

                    Mastery: When in Flow Reversing Form, the Martial Artist can strike at immaterial spirits with Withering attacks, but rather than deal damage, the Martial Artist attempts to force the spirit to materialize - if she can obtain an amount of successes on her withering damage equal to half of the Spirit's Initiative, she can force them to materialize, for no cost to the spirit. If she fails, any spirit can attack her while dematerialized until her next turn. If she succeeds, they must disengage before they can dematerialize again.
                    Last edited by KittyEmpress; 06-18-2016, 02:41 PM.

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                    • #11
                      With advice from skype friends and some people in an IRC I frequent, I have lowered the initial poison statistics of Essence Poisoning, adding in an upgrade charm pre-capstone that takes it to the former levels. This means that pre-essence 4 it is equal in level to most commonly available combat poisons, with the essence 4 upgrade allowing it to go 'beyond' that.

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                      • #12
                        Did some playtesting today with a friend, using three separate builds at three separate levels of experience in a variety of fights:

                        The first build was a Supernal Martial Artist Dawn, with all of the charms to start, as well as some resistance. It sucked. It was really, really bad - out of five combats, the only one it won was a 1v3 vs some mortals. It beat 3 of 5 mortals during a 1v5, then lost, failed to beat any Dragonblooded, even 1v1. It's not a very good style without xp. It is very survivable at this low point, but has no way to 'win' a conflict really.

                        Second build was a Supernal Dodge E3 /125 xp (100 solar xp) build. It did really, really good, but took a long time. This one got more attention and some custom Solars to face off against, after it won a bunch of QC fights. It is a really slow fighter - the style + Supernal Dodge synergizes really well, to slowly bleed motes off people while the drip keeps your own ability to spend initiative to raise defense high. It either lost right away (Brawl clinching, single point, or thrown alpha striking) or made combat last 20+ rounds, and just slowly ground people down until they gave up.

                        The third was an E5 300 xp/ 240 solar xp character, with full awareness suite, a good amount of dodge, a good amount of resistance, a good amount of presence, and some Crane Style. It was basically untouchable past round 2-3. Same weaknesses to alpha strikes, but mitigated because it did really good at winning Join Battle anyways. Same weakness to clinches, and I dunno how it would counter that (clinches are strong). It was good at convincing people to stop fighting once it seemed useless to keep going, using actual social influence mechanics instead of the second build's 'make it boring until they give up'.



                        Overall it was really good against numerous slightly weaker targets, where it could poison a variety of people over the first few turns, and mote drip to Unlimited Cosmic Power. It was weaker against singular big targets, where its mote drips was slower. It was weird against a battle group, since we weren't sure if it was really 'legit' for poison to effect one - if you rule poison as being able to hurt a battle group, it's quite good - almost White Reaper level. If you rule poison as singling out one fighter who deals with it, it's basically worthless vs. a battle group.

                        We ended up running our battlegroup fights with a rule of (Size) number of appliances of Essence Poisoning before it starts ticking. So against a size 5 battle group, you have to hit it five times before it actually starts taking the damage each round. This put it at a 'useful but not stepping on White Reaper' level.


                        Overall the style was strong enough to be a serious contender, but still had some glaring weaknesses. Not mentioned above but: any high resistance/stamina solar will ruin your day. Against a resistance heavy foe, my poisons on the E3 one were lasting maybe 2-3 rounds, if that. I'd say it's definitely balanced enough to be used (if used with the battlegroup ruling!). Its main flaw, as I see it, is that it has a very big... inevitability to it. Once you start losing to it, pulling off a win out of nowhere is hard - it takes time to set up, but once it's set up it is in a very secure position. It also basically requires it be run against someone willing to stop spending willpower and just... surrender. Because otherwise you end up with 20-30 round combats before it can actually kill some of the higher tier enemies, even if the higher tier enemies can't kill them either.
                        Last edited by KittyEmpress; 06-26-2016, 11:55 PM.

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                        • #13
                          Alright, so I've been playing a Twilight [Supernal Medicine] Master of this style for awhile [e4], while also running a campaign where Dawn with Martial Arts supernal is using this style [e3 now], and am making some minor changes to the style to bring it more in line with where it 'should' be power wise, after noticing it ranges from either 'completely overpowered' to 'completely worthless' depending on the opponents and the amount of XP.

                          The biggest change: If you have Supernal Martial Arts, you count as having Essence 3 for all charms that gain bonuses as you go up in Essence. This is because said Dawn ran into massive issues where they went from completely below average despite having the whole style from the get go, to suddenly getting good/on par with our Tiger stylist around essence 3.

                          Connection Severing Poison's mastery has been nerfed - only half of the initiative lost by the opponent is gained by the martial artist. This is due to creating a battle style where my Twilight would dance aroud and inflict the poison on tons of people, unattuning them, then repeating it again to steal 30+ initiative in a giant chunk, inorder to fight 'big' bosses. This also means you gain more initiative for letting the poison run its course, rather than ending it.

                          Meridian Reinforcement Method has been nerfed, the bonus against opponents suffering from poison has been changed to be its Mastery, and its former Mastery has been removed. Onslaught reducers turned out to work very weird with the poison, and the bonus soak was very powerful when combined with the already existent penalties.

                          Charm Destroying Strike has been nerfed - the target can now reflexively recommit all the motes to their cancelled charms, even if that wouldn't normally be possible to do in one turn. This charm was basically an 'end the fight' charm against any form of martial artist, since knocking them out of their Style meant they would basically lose instantly. Now that martial artist can spend their 8m to keep it going, without having to spend a turn re-establishing their Form.

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                          • #14
                            This is a really neat style! Would you mind dropping a lnk to it in this thread?
                            http://forum.theonyxpath.com/forum/m...al-arts-styles
                            It attempts to be a repository of 3e MA homebrew.


                            Are you in the market for some Martial Arts? Perhaps some custom Artifacts for your campaign?

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