Wednesday, September 2, 2009

MARTIAL STANCES

~The martial way of Spirit

A ‘martial stance’ is very similar to a martial maneuver with the exception that it is not connected to any specific martial style and can be learned by any practitioner with the requisite skills. These are sort of ‘add-on’ techniques one might use when one has mastered all of the maneuvers of ones chosen style to add more versatility or develop ones combat portfolio. They are based on Wuxia and mystical martial arts films of the late 20th and early 21st century.

A very important aspect of Martial Stances that set them apart from Martial Maneuvers is that they are all ESSENCE-based. This is because they all manifest ‘supernatural’ martial feats that would be impossible using only ones bodily strength and agility. Many great masters of martial arts have developed their bodies to the limits of speed and power (Agility and Strength), but may be very weak in spirit (Essence). Think of Martial Stances as being the next evolutionary step in the martial development of a master martial artist. These represent an understanding of the Will and Spirit of the martial way to a point where one transcends ones physical limits and becomes aware of a new realm of spiritual martial development.

Standing Wave adj: -2, ACTIONS: 2 Damage : subdue damage, damage is same as "throw" except that multiple targets can be thrown with a single maneuver
Description: A quick pranah-gathering action followed by a double-palm outward thrusting motion that sends a wave of pranah forth like a sea-wave, bowling over and driving back opponents from the area in front of the practitioner, DM's discretion as to who is and is not in the area of effect. Consider the effect to occupy a wedge or cone-like area roughly equal to one yard or meter outward for each success rolled. Spiritually sensitive janah such as Sir'hibas may see a slight distortion in the air

5 Meridian Reversal Adj. -4, Actions: 4-5 (one jab for each limb to be stilled ) Damage: None, target loses actions equal to the number of successes penetrating the defense roll. Contested
Description: based on concepts of Eastern medicine - striking secret torso chakras disrupts the flow of vital pranah to the body's extremities resulting in temporary paralysis of the legs, arms and tail. These actions are lost immediately; allowing the practitioner or anyone else in striking range to attack the temporarily defenseless opponent. As soon as the determined number of actions are used the opponent is free to move and act as normal as long as they have some remaining actions. While the target is paralyzed their defense rolls are reduced by a cumulative 20-25% for each limb stilled to reflect loss of motive ability.

Five finger palm exploding heart technique adjustment: as disable, lame and stun, 6 actions, Damage: None, DEATH. Contested
Description: a series of complex finger strikes to vital points of prannic meridians. The defender can choose to defend each attack in turn, in order to give himself a greater chance to live, or bundle the defenses into a single roll. A failure on any attack in the 6 attack cycle results in failure. The 6 attacks are pressure-point finger jabs and cause no damage. Torso armor makes it impossible to perform this attack

Torn Sky Glare Adjustment: -2 Actions: 1 Damage: None, Blindness and Stun. Contested
Description: Temporary blinding flash of duhama accompanied by a disorienting prannic blast. The ‘blindness’ lasts for as many actions as the stun effect. Ie-as many actions as overcame defenders defense roll.

Thunder palm Adjustment: -3, 2 actions, Damage: stuns every opponent in area in front of practitioner that doesn't make defense roll. Contested
Description: With a brief, pranna-focusing maneuver the practitioner unleashes a burst of energy that crashes like thunder in the mind of the targets. Audible only by the duhamma and in the Dream, this Stance is a sweeping stun maneuver that affects a number of opponents in front of the attack. The area affected is approximately equal to successes rolled in yards or meters. Consider the effect to occupy a wedge or cone-like area roughly equal to one yard or meter outward for each success rolled. Spiritually sensitive janah such as Sir'hibas may see a slight distortion in the air

Heaven's kick Adjustment: -2 Actions: 2 Damage: unarmed damage per janah size plus successes and throws opponent a number of yards (or meters) away equal to successes rolled ( as opposed to successes that penetrate opponents defense )
Description: kick plus throw of great distance

Shifting Stance Adjustment: -1 Actions: 1 Damage: NONE, Uncontested
Description: Like Krama's Leap. Teleports character a distance up to what they could cover in a single action. In about the same amount of time, the disappearance is instant but the reappearance takes a few seconds. Basically it isn’t really any fancier than just running there except you don’t have to physically traverse the intervening distance. So you could use it to pass a chasm or get to the top of a short wall without climbing it.

Prannic Substitute Adjustment: -2 Actions: 1 Damage: None, Uncontested
Description: hurled cloak or cape or robe looks like practitioner for a single action. Used by assassins to misdirect pursuers or attackers for an instant while they escape and/or hide in a different direction.

Celestial Defender -1 Actions: Full Round if necessary, DM’s discretion. Damage: None, Defensive Maneuver, Contested
Description: block any number of incoming projectiles. No matter how ludicrously impossible that might be. As long as you beat the attack roll bundled into a single action with your defense roll, you take no damage. This is simple, see the movie Hero for what this looks like.

Four Winds Defense -0 Damage = none, Single Action, A Defensive maneuver (Block) which allows multiple projectiles to be completely deflected equal to the number of successes rolled for the maneuver. Contested.
Description: This defensive maneuver allows the swordsman to block many small flying objects, such as shuriken, needles, raindrops, flower petals in the wind etc. Offering him complete protection should he be successful in his roll from being stuck by any of these objects. Obviously supernatural, this skill causes no damage but evidences miraculous swordplay and is occasionally very useful. The number of objects deflected equal the number of successes rolled for that maneuver.

Spirit Blade -0 Damage = Essence + Weapon, a spiritual attack that ignores armor, cannot be blocked (only standard defense or Dodge), and causes Subdual damage only. Contested.
Description: This fearsome technique is one of the legendary stances of martial arts. While not exceptionally damaging, it is a pinnacle weapon arts and achievable only by the most righteous and pure. With this meditative oneness with the weapon a practitioner may project the spirit of the blade in accordance with it's true purpose and nature and with the power of the duhamma of the pratitioner across a distance of three times his Essence in feet doing damage equal to his Essence plus the damage level for the weapon. A rushing wind and great shout accompany this maneuver.

The Cutting Spirit -5 Damage = (special, depending on use), a single, cutting strike, which will cleave in two, or even utterly destroy inanimate objects only, in the direction of the strike for # of feet = to rolled successes x 2. Uncontested, unless special magical wards have been used.
Description: This maneuver allows the swordsman to launch a mighty blow that possesses great affect against non-living objects. This sweeping swing blasts forth a dust raising, near explosive cutting blast, which destroys objects and splits or bursts them with great efficacy. It can be used to shatter intervening walls or doors, to part tangled briars or dense jungle, to blast oncoming chariots or vessels and so on. It has been used to split and destroy armor, shatter massed weapons, and counter small landslides. While not an effective attack versus janah, it is very impressive and useful. It’s range/area of effect is thus, it will destroy inanimate objects for a number of feet forward equal to the number of successes rolled, clearing a "v" shaped path app. 3 ft wide. It has no damaging effect on living matter except the sensation of a harsh, biting, gritty wind.

Swiftness of Purpose -3 Damage = none, Allows the number of maneuver successes to be added to that round’s Actions as Reactions. Uncontested.
Description: This maneuver allows the swordsman to temporarily move with flashing speed. Adding Maneuver Roll successes as additional actions for that round (up to, but not over the practitioner’s Essence in addition). It can only be done once per round. This is not a fatigue inducing stamina draining act as it is fueled by magic it can only normally be done once between the normal times of prayer per day (once after morning prayers, once after mid-day prayers, and once after evening prayers). However, the practitioner may choose to spend a Story Point to allow them to attempt this maneuver again prior to the next time of prayer, up to a number of times equal to half their Essence rounded up.

Balance of the Duháma -3 Damage = none, Allows the combination of speed and unnatural, spiritual balance to enable the practitioner to perform almost supernatural feats of balance and seeming weightlessness. Uncontested.
Description: This discipline allows the practitioner to stand with the firmness of level ground on any surface. Be it tightrope, twigs and branches, on rice paper, while running across water, etc. It isn’t flying but the practitioner has effectively only a few scant ounces of weight at best. It would be possible with this maneuver to run across the top of a crowd of people, deep snow, a field of grain across a body of water small enough to keep a swift steady pace over, or even stand atop the sprigs at the top of a pine tree. Once activated, the effect will last a number of Actions equal to the successes rolled for this maneuver.

Leap of Faith -1 Damage = none, A Reaction used to potentially avoid a strike or to be used generally like a Great Leap. Uncontested (except in cases where used to evade a strike, in which case it is used as a special effects Dodge).
Description: This ability is open to any Janah regardless of whether the Great Leap animal ability would be available to their jenu or not. It has the same properties as the animal ability, save that the vertical leap distance is equal to the horizontal. It is used to leap to the top of castle walls, trees, small cliffs, etc. It also includes the ability to land with unnatural softness. In combat, this maneuver may be used with the additional effects of a Dodge, so that successes may be used to negate the attack successes of an opponent in order to allow the practitioner to leap to safety in some dramatic way.

Finding the Heart -3 Damage = Martial Skill + Weapon, low cost called shot that can be used to hit VERY small moving targets. Contested.
Description: This impressive attack is perhaps the most dangerous move in the style. Once mastered the practitioner can spear a fly on the wing with the point of his sword, split an arrow in flight right down the middle, and perform other such impressive feats of accuracy. While it can be used to hit eyes and has other practical combat uses. It is often employed to intimidate and avoid combat by convincing others to back down.

Spirit Cry -3 Damage = none, A different form of Stun Martial skill + Essence rolled versus opponent’s Will + Essence as contestation. Practitioner can perform a number of Actions equal to uncontested successes generated by rolls against opponent, prior to any further actions taken by opponent. Contested.
Description: This unnaturally loud and frightening shriek draws upon the powerful essence of the swordsman to unleash a paralyzing, terrifying blast of Sound, Essence and Will to crush the spirit of the opposition. Reaching into the opponent’s deepest instinctual fears and animal instincts to prey upon his hidden uncertainties and weaknesses. Accompanied by a baleful and soul piercing glare fueled by the warrior essence of the practitioner it has been said to produce visions of death in those who fall prey to it. It lasts only seconds but fear dilates the perception of time to the victim, feeding the horror as they powerlessly witness the nightmarish slow motion approach of their doom, desperate to break free of the bounds of terror and move to their defense. Opponent’s Actions are not lost, but are merely delayed for a number of Actions equal to the successes that get through the practitioner/opponent roll-off.

Gathering Wheel -1 Damage = Martial Skill + Throw, Contested (with a Dodge roll)
Description: This maneuver creates a sort of spiritual field around the spinning sword, pulling in small, light objects such as pebbles, drops of water, caltrops, sand and other miniscule debris into a small orbit described by the path of the swinging sword, which can then be rolled / projected along a straight path like a wheel, rolling and picking up more particles until it slams in to the opponent with a buffeting force and numerous miniscule, pelting bits, causing nicks and abrasions and scrapes. This attack cannot be parried or blocked, except with a large shield, but can most certainly be dodged, either by regular "Defense" roll or a Dodge/Block. If the opponent is in a tight space and cannot move right of left, he must move backwards to flee the onrushing, man-sized wheel of particles. Or be able to great leap over it. When successful this attack will blast the opponent back along the course of its trajectory, with the effects of a Throw/Sweep as though a pressing force hit them. This attack travels Martial Skill + Essence in feet before dissipating into a harmless cloud of falling detritus.

Essence Absorbing Stance -4 Action Actions: costs actions equal to points absorbed Damage: SPECIAL: reduces ESSENCE characteristic by a number of levels equal to the successes that penetrate the opponent’s defense
Description: An extremely rare and hidden teaching that allows the practitioner to attack the very Duhama of his opponent dealing out subdual damage to the ESSENCE characteristic in a contest of spiritual strength against which the untrained opponent has no defense. This attack draws the vitality and life out of the target and leaves in it's wake either weak and enfeebled, sometimes unconscious victims; or soul leached wrinkled husks without life. Ripe vessels for spiritual or demonic possession.
The "Common" use of the maneuver deals subdual damage to the Ess. of the target equal to successes that penetrate the opponents defense roll. A target drained to 0 Essence will fall unconscious for a number of hours equal to Essence points lost, but rise after that time fully restored. Phenomenal success levels in the attacking roll might change this figure to Days instead of hours.
The "Evil" version of this teaching allows lethal attacks of similar effect. An opponent reduced to zero would in fact, die, his crucial vitality leeched away. Leaving a desiccated, soulless husk behind. Use of this maneuver in this form is an abomination against the deva and should result in the immediate execution of any janah seen to commit it. No culture on Dardunah tolerates this forbidden technique to be practiced in the public eye.See the film: "Swordsman II" for a demonstration of this maneuver

1 comment:

  1. Those moves are pretty nice, albeit I would have designed probably a little more subtle (but then again, martial arts in movies is hardly ever subtle... TASTE MY FURIOUS FLYING TIME DRAGON DROPKICK"

    Maybe some sort of limit on the ability to pull off these moves would make them feel more special and mostly weapons of "last resort" when your standard fighting prowess simply wont save your hide.

    For instance, in my campaign I've introduced a new stat called Soul (working name) which determines the ammount of life force a being posesses (could be built from Essence+Will or something). In order to execute special attacks (some similar to ones you described, however not affliated with martial arts) they have to spend Soul, and after a certain ammount of soul spent they get weaker, similar to when low on health (they faint when all soul is spent).

    ReplyDelete