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Martial Arts - Voidstate

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Min. MA: 4<br />

Min. Essence: 2<br />

Prereqs: Battle Chariot Technique,<br />

Moving By Hidden Ways Method, Journey’s<br />

End Meditation<br />

The character assumes the stance of the<br />

Traveler: resilient, alert to the changing<br />

of the wind, and always in motion. While<br />

she remains in this stance, she doubles her<br />

movement rate, adds her <strong>Martial</strong> <strong>Arts</strong> score<br />

to her bashing soak and Initiative totals, and<br />

adds her permanent Essence score to the<br />

Rate of her unarmed attacks. A character<br />

may not use more than one <strong>Martial</strong> <strong>Arts</strong><br />

form-type charm at a time. Unassailable<br />

MAST BODY<br />

Cost: 2 motes<br />

Duration: Instant<br />

Type: Reflexive<br />

Min. MA: 5<br />

Min. Essence: 2<br />

Prereqs: House of Journeys Form<br />

It is the paradox of the sea that even the<br />

swiftest and most maneuverable of ships<br />

requires the inflexible solidity of oar, mast<br />

and keel. The disciple who masters the<br />

Unassailable Mast Body moves with nearly<br />

unstoppable force. For one action, the<br />

character adds her <strong>Martial</strong> <strong>Arts</strong> score to her<br />

Strength.<br />

GRASPING THE WHEEL<br />

Cost: 5 motes<br />

Duration: One scene<br />

Type: Simple<br />

Min. MA: 5<br />

Min. Essence: 2<br />

Prereqs: House of Journeys Form<br />

The determined traveler cannot be<br />

dissuaded by the vicissitudes of her<br />

journey. Likewise, the adept of the House<br />

of Journeys learns to eschew all distraction<br />

from her chosen course. A character using<br />

this Charm may ignore all penalties from<br />

wounds and fatigue for the rest of the<br />

scene.<br />

IRREFUTABLE MESSAGE STRIKE<br />

Cost: 5 motes, 1 Willpower<br />

Duration: Instant<br />

Type: Supplemental<br />

Min. MA: 5<br />

Min. Essence: 2<br />

Prereqs: House of Journeys Form<br />

No one travels so swiftly as a messenger,<br />

because she bears the force of her<br />

message in addition to her own. An attack<br />

supplemented by this Charm cannot be<br />

dodged by anything short of a perfect<br />

dodge. In addition, if the attack hits, the<br />

target is hurled back a number of yards<br />

equal to the extra successes on the attack<br />

roll plus the attacker’s permanent Essence.<br />

If the target collides with an object, he<br />

must soak a number of dice of bashing<br />

damage equal to the number of yards he<br />

would have continued flying if not for the<br />

obstacle. Depending on what the target<br />

hits, he may take lethal damage instead.<br />

GULL KNOWS THE WIND<br />

Cost: 4 motes<br />

Duration: Instant<br />

Type: Reflexive<br />

Min. MA: 5<br />

Min. Essence: 2<br />

Prereqs: House of Journeys<br />

Form<br />

The character moves with the flows of<br />

Essence, allowing them to bear her away<br />

from danger. She may add a number of dice<br />

equal to her <strong>Martial</strong> <strong>Arts</strong> score to a single<br />

dodge attempt against any attack that she is<br />

aware of, even if the attack cannot normally<br />

be dodged. If used against an attack with an<br />

area of effect, the character instantly moves<br />

to the edge of the affected area.<br />

CAPTAIN OF DESTINY APPROACH<br />

Cost: 5 motes, 1 Willpower<br />

Duration: One scene<br />

Type: Simple<br />

Min. MA: 5<br />

Min. Essence: 3<br />

Prereqs: Unassailable Mast Body,<br />

Grasping the Wheel,<br />

Irrefutable Message<br />

Strike, Gull Knows the<br />

Wind<br />

A ship captain learns to make her vessel<br />

an extension of her own will. One who has<br />

achieved mastery of her craft cannot be<br />

turned from her course by any act of nature,<br />

and even Destiny must struggle to force her<br />

from her chosen course. While this Charm<br />

is active, the character adds a number of automatic<br />

successes equal to her Conviction<br />

score to all of her <strong>Martial</strong> <strong>Arts</strong> dice<br />

pools. In addition, the character<br />

always succeeds at Conviction<br />

checks, and may ignore any<br />

number of Compassion,<br />

Temperance and Valor<br />

checks at a cost of one<br />

temporary Willpower<br />

each.<br />

33

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