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  1. Crystal Chameleon Style
  2.  
  3. This ancient martial art dates back to the Primordial War, when it was innovated and used by the Chosen of Mercury to help deliver vital messages despite overwhelming Primordial opposition. Demons and titan-slaves alike were left blinking and confused as practitioners quickly blurred through their blockades, leaving only footprints and corpses to mark their passage. Those who have fought a Blinding Prism (as practitioners of this style are known) rarely know precisely what hit them.
  4.  
  5. Weapons and Armor: Crystal Chameleon style treats attacks made with the spear, rope dart, weighted rope and their artifact equivalents as unarmed for the purpose of its Charms. It is incompatible with armor.
  6.  
  7. NEW MECHANIC: Afterimages
  8.  
  9. Practitioners of Crystal Chameleon style generate a dazzling lightshow whenever they put their skills to use, supplemented by intermitten spots of darkness. As such, the more Essence they expend in combat, the more and more elaborate their distractions become, until it becomes difficult to tell what is real and what is false anymore. Afterimages represent these distractions, allowing the martial artist to apply a +1 charm bonus to Stealth rolls to reestablish surprise and Dodge rolls to disengage per afterimage active, which consumes them afterwards. The martial artist may not have more than (Essence, minimum 3) afterimages active at any given time.
  10.  
  11. NEW WEAPON: Rope Dart
  12.  
  13. Type: Melee Light
  14. Tags: Lethal, Melee, Disarming, Grappling, Flexible, Reaching
  15.  
  16. ---
  17.  
  18. Just Another Branch Deceit
  19. Cost: 3m Mins: Martial Arts 3, Essence 1
  20. Type: Reflexive
  21. Keywords: Mastery
  22. Duration: Instant
  23. Prerequisite Charms: None
  24.  
  25. Even perfect traps cannot cage the Crystal Chameleon. Seemingly caught, she vanishes into thin air, swords striking nothing but mocking shadows, leaving her enemies disoriented and unable to find her.
  26.  
  27. This charm may only be activated after the Crystal Chameleon stylist succesfully dodges or parries an attack. She may immediately roll (Stealth + Dexterity) against her attacker's (Perception + Awareness), canceling out all penalties due to lighting. On a success, she may immediately Disengage from the enemy if within Close range, and additionally create an Afterimage, regardless of her roll's result.
  28.  
  29. Mastery: If the martial artist beats her opponent's result by three successes or more, she is considered to be successfully stealthed against that specific opponent until the end of their next turn or until she takes action to engage them, whichever comes first.
  30.  
  31. Light-Threading Technique
  32. Cost: 4m Mins: Martial Arts 3, Essence 1
  33. Type: Supplemental
  34. Keywords: None
  35. Duration: Instant
  36. Prerequisite Charms: None
  37.  
  38. The Crystal Chameleon style was created by Mercury, Maiden of Journeys, initially conceived as a set of techniques by which to train couriers and messengers to perform their duties with utmost efficiency. Though its purpose has become considerably more martial over time, its basic fundaments still remain the same. By weaving the threads of her essence into the core of her being, the Crystal Chameleon achieves an impossible lightness of foot, at times appearing to be nothing more than another fleeting, luminescent image.
  39.  
  40. This charm enhances a movement action. If the Crystal Chameleon stylist moves away from all of the opponents she can perceive, she may move another range band this turn, and generate an Afterimage in her wake. This charm does not aid in contested Athletics rolls, nor can it be used when moving to engage an enemy or get closer to them, so as to facilitate offensive action. The martial artist may not use this charm if she has been struck by any attacks since her last turn.
  41.  
  42. First Light Feint
  43. Cost: 4m Mins: Martial Arts 3, Essence 1
  44. Type: Supplemental
  45. Keywords: Uniform
  46. Duration: Instant
  47. Prerequisite Charms: None
  48.  
  49. The Crystal Chameleon strikes, with dazzling perfection, yet her attack is repelled. Could it be that her skill has failed her? No - for it's actually an illusion that failed, and she takes advantage of her enemies' distraction to strike with lethal efficiency.
  50.  
  51. Whenever the Crystal Chameleon stylist makes a martial arts attack, she makes two attack rolls of the same type (Decisive or Withering), each enhanced by charms separately. If her first attack roll hits, she does no damage, but gains one point of initiative and inflicts a penalty to the enemy's Defense against her next attack equal to the number of extra successes she obtains or -1, whichever is greater (this attack does not generate Onslaught). In addition, the attack spawns an Afterimage, hit or miss. Her second attack roll resolves as normal - it is the real, deadly strike, while the other is no more than an elaborate feint.
  52.  
  53. Crystal Chameleon Form
  54. Cost: 8m Mins: Martial Arts 4, Essence 2
  55. Type: Simple
  56. Keywords: Form
  57. Duration: One Scene
  58. Prerequisite Charms: Just Another Branch Deceit, Light-Threading Technique, First Light Feint
  59.  
  60. The Crystal Chameleon's anima shatters, fracturing into a shifting prism. Light and darkness alike bend to her will, shielding her and masking her actions - until it is far too late for her opponents to react to them.
  61.  
  62. While this Form is active, the martial artist generates one Afterimage at the start of each of their turns, to their usual maximum. She may employ Afterimages to enhance her Defense rolls, at a rate of 1 point per Afterimage consumed. In addition, she may also consume an Afterimage when making a melee attack to extend its reach to Short range - she appears for a moment, striking with blinding speed, then is gone once more.
  63.  
  64. Last, but not least, this charm enhances Light-Threading Technique while active, as the Crystal Chameleon refines her technique, fulfilling its promise. When using Light Threading Technique, she is considered partially, intangible, allowing her to pass through any obstacles air could slip past as though they weren't there. The charm may be used to enhance her movement actions in this way even if she has been struck by an attack since her last turn, though it will not increase her movement speed if so.
  65.  
  66. Special Activation Rules: Whenever the martial artist moves two range bands in one round, she may reflexively activate Crystal Chameleon Form. This includes forced movement caused by enemy actions.
  67.  
  68. Flashing Passage
  69. Cost: 8m Mins: Martial Arts 4, Essence 2
  70. Type: Simple
  71. Keywords: None
  72. Duration: Instant
  73. Prerequisite Charms: Crystal Chameleon Form
  74.  
  75. There is a momentary blink, a neon blur of discharged Essence, and suddenly, the Crystal Chameleon moves faster than the eyes can perceive to salvation, bright and free.
  76.  
  77. This charm requires that at least one Afterimage be active to be used. The martial artist may consume a number of afterimages up to her (Essence or 3, whichever is lower), and immediately move that many range bands, to a limit of moving to Long distance, which does not consume her movement action. She automatically succeeds at any attempts to Disengage while performing this movement, as well.
  78.  
  79. Terrestrial: The martial artist must still succeed at a roll to Disengage when using this charm, as normal.
  80.  
  81. Blinding Prism Flash
  82. Cost: 5m Mins: Martials Arts 4, Essence 2
  83. Type: Simple
  84. Keywords: Decisive-Only
  85. Duration: Instant
  86. Prerequisite Charm: Crystal Chameleon Form
  87.  
  88. The lights dim and the battlefield darkens - and then, a brilliant surge of light assaults the other warriors retinas, as the Crystal Chameleon discharges her anima and makes her move.
  89.  
  90. The Crystal Chameleon stylist makes a decisive attack roll, opposed by her enemies' (Stamina + Resistance). If she succeeds, she rolls a Difficulty 3 Gambit against each enemy, which causes them to briefly suffer the Blind flaw until they succeed at a (Stamina + Resistance) roll as a miscellaneous action, against a difficulty of (The martial artist's Essence or 3, whichever is higher). The Crystal Chameleon stylist subtracts initiative only once, regardless of whether the gambits are successful or failures (and subtracts according to the rules for a successsful Gambit if even a single one succeeds).
  91.  
  92. Shattered Crystal Rebuke
  93. Cost: — (6m) Mins: Martial Arts 4, Essence 2
  94. Type: Permanent
  95. Keywords: Counterattack
  96. Duration: Permanent
  97. Prerequisite Charm: Flashing Passage
  98.  
  99. In the blink of an eye, the Crystal Chameleon is nowhere to be found. Where is she? Her enemy discovers the answer too late, as her weapon sinks into their flesh.
  100.  
  101. This charm enhances Flashing Passage, allowing it to be used as a Counterattack, enabling the martial artist to immediately move towards her attacker, ignoring engagements. It consumes one Afterimage per range band covered in the process, and cannot be used if she lacks sufficient Afterimages to cover the distance to her target. If used against an enemy already within Close range of her, she instead rolls (Dexterity + Athletics) against their (Perception + Awareness), gaining the benefits of an unexpected attack
  102.  
  103. Flashing Leaves Evasion
  104. Cost: — (10m, 1wp) Mins: Martials Arts 5, Essence 3
  105. Type: Permanent
  106. Keywords: Perilous, Terrestrial
  107. Duration: Permanent
  108. Prerequisite Charm: Flashing Passage
  109.  
  110. 'Now here, then not'. Such is the motto the Crystal Chameleon lives by, and as her skills grow, she begins to internalize it, letting it seep into every part of her fighting style. If she would definitely be felled by an attack, then her only defense can be to simply not be there. Is it not the best way for a messenger to complete her mission?
  111.  
  112. This charm improves Flashing Passage, allowing it to be used in response to an attack as a Reflexive action for a cost of 10 motes and 1 willpower, after the attacker's declared the charms they will use to enhance it. She may move immediately, canceling the attack if she moves out of range. This charm can only be used once per scene, but may be reset by rebuilding the Crystal Chameleon's Afterimages to full and dodging two Initiative 10+ Decisive Attacks.
  113.  
  114. Terrestrial: Flashing Leaves Evasion does not cancel the attack it is employed against, but does allow the user to activate a free full Excellency or other dice-enhancing charm at its maximum strength to raise her Defense score. Any subsequent attacks from the same foe during that turn are still cancelled as normal if she steps out of reach.
  115.  
  116. Stepping Beyond Light Prana
  117. Cost: 8m Mins: Martials Arts 5, Essence 3
  118. Type: Simple
  119. Keywords: None
  120. Duration: One Scene
  121.  
  122. Concentrating her luminous Essence in her lungs, the Crystal Chameleon breathes it out, enveloping the battlefield in a kaleidoscope of neon colors. In this way, she announces her presence emphatically - yet becomes perfectly unseen as well, becoming impossible to track by becoming one with the light.
  123.  
  124. This charm may only be used while Crystal Chameleon Form is active. It renders the martial artist invisible, imposing a -2 penalty to all attacks made against her. A successful (Perception + Awareness) roll against her (Dexterity + Stealth) removes the penalty, but also suffers from a -2 penalty in turn. The invisibility breaks for a round if the Crystal Chameleon stylist makes any attacks, and may be reestablished if spotted by succeeding at a contested (Dexterity + Stealth) vs. (Perception + Awareness) roll, during which the opposition suffers no penalties. The martial artist does not automatically count as being Stealthed while invisible, as her presence, though not her exact location, is made obvious by her lightshow. However, she suffers no penalties while stealthing in conditions of bright lighting while this charm lasts.
  125.  
  126. Death From Nowhere Method
  127. Cost: 6m, 1wp Mins: Martial Arts 5, Essence 3
  128. Type: Simple
  129. Keywords: Decisive-Only
  130. Duration: Instant
  131.  
  132. The Crystal Chameleon perfects her art, and does not simply fracture light, but also herself. She shatters into wisps of light and bright afterimages and, for a moment, cannot be seen - and then the afterimages strike, as real as Creation itself, and she returns, just as her enemies drop dead.
  133.  
  134. This charm allows the Crystal Chameleon Stylist to make a number of Decisive attacks equal to (1 + the number of Afterimages currently available), distributed among her enemies up to (Afterimages) range bands away in whatever way she chooses. She splits her Initiative evenly (increasing the Initiative of any attacks by 1 if they have less Initiative than the others), then adds (Afterimages) Initiative to one attack of her choice. Enemies killed by these attacks do not simply die but vanish, disappearing in bright wisps of neon light.
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