Herbert's Martial Shop and More
Jan 7, 2023 11:57:12 GMT -5
Post by Admin: Soul on Jan 7, 2023 11:57:12 GMT -5
Conditional Actions and You!
Conditionals actions are a subset of martial skills that can be utilized when an appropriate action is taken that causes the conditional actions activation requirements to trigger. These actions activate when they meet the necessary conditions within the context of an Action taken by someone who posses a Conditional Martial Technique. The 1-2 punch combo in boxing is a wonderful example of this idea, first a jab is thrown which leads to the follow up cross punch. The jab being thrown is the necessary condition for the cross. Upon activation, Conditionals occur within that instance of time, meaning that effectively Conditionals can be used to set up multiple attacks within an Action, as long as all requirements are met to trigger said Conditional Action. The triggering action does not have to succeed to allow one to use a conditional, the action must only be taken.
EX.) Adventurer A moves to attempt to strike Adventurer B with an attack action. Adventurer A uses a Conditional Martial Technique that triggers off of making an Attack Action, the CMT for short, allows Adventurer A to make a secondary strike action as a direct or congruent follow-up to the first Attack Action. Adventurer B blocks the first attack but now still must content with blocking or avoiding the CMT secondary attack that was attempted towards them.
EX.) Adventurer A moves to attempt to strike Adventurer B with an attack action. Adventurer A uses a Conditional Martial Technique that triggers off of making an Attack Action, the CMT for short, allows Adventurer A to make a secondary strike action as a direct or congruent follow-up to the first Attack Action. Adventurer B blocks the first attack but now still must content with blocking or avoiding the CMT secondary attack that was attempted towards them.
Conditional Tags:
Strike - A conditional action that makes or manipulates a strike action in some fashion.
Control - A conditional action that manipulates the target in some way with regards to limiting movement, or reactions, or available actions on their part.
Motion - A conditional action that manipulates the affected target(s) by forcing directional movement with its scope outlined in the Conditional Action itself.
Stance - A conditional action that typically forces the user into a stance that allows them to gain certain benefits and in some cases allows access to specific CMT's that cannot be used outside of that Stance.
Rules for Conditional Actions
You can only apply one Strike Conditional per Action, Strike Conditionals do not stack with each other unless an ability or class feature says otherwise.
Strike - A conditional action that makes or manipulates a strike action in some fashion.
Control - A conditional action that manipulates the target in some way with regards to limiting movement, or reactions, or available actions on their part.
Motion - A conditional action that manipulates the affected target(s) by forcing directional movement with its scope outlined in the Conditional Action itself.
Stance - A conditional action that typically forces the user into a stance that allows them to gain certain benefits and in some cases allows access to specific CMT's that cannot be used outside of that Stance.
Rules for Conditional Actions
You can only apply one Strike Conditional per Action, Strike Conditionals do not stack with each other unless an ability or class feature says otherwise.
You can only shift Stances once in a post. Once a Stance is changed for that post no other conditionals can be activated unless an ability or class feature says otherwise.
Motion and Control Conditionals can only be stacked once per post unless an ability or class feature says otherwise.
Conditional Action Abilities do not take up an ability slot.
Conditional Action Abilities do not take up an ability slot.
Linked Conditional Actions
Linking Conditionals requires the appropriate timing, distance, and related spells/abilities. These spells and abilities will have the tag “Conditional” attached to them, or will mention the related “Conditional” within its description. A common conditional link can be found amongst Martial Abilities where using a Stance ability links to a Strike or a Control that links to a Motion, though there are endless possibilities amongst the abilities and spells that can potentially be linked with the right imaginative thinking and descriptive text.
Range Bands/Movement Bands
Close:
Close Range is within your personal wingspan and self. In some systems this is referred to as touching distance.
Short:
Short distance is your wingspan plus half, typically a space within 8-10 feet of yourself.
Medium:
Medium distance is usually twice that of short distance and anything between the two.
Far:
Far distance is three times that of Medium distance, anything between the two, and anything farther than. Some abilities or spells will reference a space past the end of Far distance, when this is referenced it means anything past three times the distance of Medium.
Close:
Close Range is within your personal wingspan and self. In some systems this is referred to as touching distance.
Short:
Short distance is your wingspan plus half, typically a space within 8-10 feet of yourself.
Medium:
Medium distance is usually twice that of short distance and anything between the two.
Far:
Far distance is three times that of Medium distance, anything between the two, and anything farther than. Some abilities or spells will reference a space past the end of Far distance, when this is referenced it means anything past three times the distance of Medium.
Conditional Martial Techniques
These techniques do not take up ability slots, and can be purchased as long as you have a martial skill at the required rank to purchase the skill in question.
Type | Name | Description | Price | Rank |
Strike | Double Strike | This ability can be used when you have successfully hit with another strike action, and allows you to make a follow up attack with either your offhand weapon or the same weapon you used to make the initial strike. | 20 | Novice |
Control | Head Grab | This ability can be used after a successful strike action or strike conditional ability. As part of the successful strike you grab onto the head of your target and limit their ability to move away from you unless they can break the grapple. This allows you to stay stuck to the target and position their head in any way that your arms are capable of doing while maintaining the hold. | 20 | Novice |
Motion | Push or Pull | After a successful strike action or strike conditional ability you can either push or pull a target a range band, based on range the interaction occurs at, in either direction, moving them away from you or towards you as you please. Once you have either brought the target closer or moved them further from you, all control of their movement you had is ended. | 20 | Novice |
Stance | En Garde | When you take this stance, you prepare yourself to block or dodge an incoming strike granting you a hit prevention, this also allows you to use a Conditional Strike or Motion ability if you block or dodge an incoming attack by your next post as a follow-up to whatever action was used to block or dodge. This use of a Conditional ability as a follow-up does not consume an action. | 20 | Novice |
Strike | Drop Smash | Activated by the target being on the ground or in the process of going to the ground, Drop Smash is a strike that uses gravity to enhance the power of a blow adding the Bludgeoning effect from the Weapon shop to the blow. | 30 | Master |
Control | Choke | After making a strike you can grab your target's neck and apply pressure on the throat to the affected target causing their movement to be restricted, if the target is taken to the ground during the Choke, they take a minor wound that bypasses hit preventions. | 30 | Master |
Motion | Sweep | This conditional can be used when you have grabbed or grappled a target, or made a recent strike attempt. You make a targeted effort to shift the opponent from standing to a vulnerable prone position this bypasses hit preventions. You can then follow-up with Conditionals related to a target or yourself being prone or on the ground positioning. | 30 | Master |
Stance | High Knee Guard | A reactive defensive stance, the user quickly shifts from a prone position to an upward stance using their knee to potentially block any upward-moving reaction. This can be used to bypass movement restrictions if you are prone, allowing you to immediately stand up. | 30 | Master |
Strike | Flowing River Stance: Meandering Blow | When you use this ability you make a strike that deals no damage, using a gentle but pinpoint blow you begin to build up stacks of Erosion on your target. Once your target hits five stacks of Erosion, all of the damage that was not dealt is immediately procced as a reverberation like effect triggers throughout the targets body. This immediately causes two major wounds and once done they cannot receive anymore stacks of erosion for the rest of the Encounter. | 40 | Exalted |
Control | Flowing River Stance: Surging Current | When you use this ability you perform a hook like motion with your attack, knocking your opponent out of a stance they have taken and you may follow up with any CMT that requires a target to be grappled due to the nature of this move. | 40 | Exalted |
Motion | Flowing River Stance: Tidal Shift | Once you use this ability you can add an additional range band of movement to an affected target that is already in motion or move your self one range band closer or further away. You can only make this ability as a conditional action following another CMT or Martial Technique that has the Motion, Control or Strike tags and causes movement on the target. | 40 | Exalted |
Stance | Flowing River Stance | Upon entering this stance you cause your movements to become more flowing or reactive in nature, and you can enter this stance as a free action on your turn. While in this stance you can use the Strike, Control and Motion CMT's related to the Flowing River Stance, you may also use them as linked conditionals to any CMT or action taken by you during your turns regardless of the CMT's requirements. | 40 | Exalted |
Master Martial Techniques
Must have Master in the corresponding Martial Skill that matches the Type of the Technique purchased (Blade, Blunt, Polearm, Marksman, Unarmed)
(Abilities from this shop count against your Spell Limit)
(Abilities from this shop count against your Spell Limit)
Name | Type | Tags | Description | Price |
Boomerang Arc | Blade | Strike | With your heightened skill-level with the blade, you have learned how to throw a bladed weapon as if it was a boomerang. The violent spinning causes a whirlwind of air sharp enough to cut through stone. Its spin also functions as a multi-hit upon interacting with objects that have hit preventions, eliminating up to three hit preventions upon contact. One post to throw, one post to return. | 35 Solars |
Sting Like a Bee | Unarmed | Strike | Using your hand like a blade, you strike with the finger tips and, upon impact with unprotected skin, exert enough pressure to form a pin-sized hole that causes bleeding. If an arm or leg is struck, it will go numb and cannot be used for the next post. | 35 Solars |
Heart Stopper | Unarmed | Strike | Requiring precise timing and knowledge of your opponent, after three posts of observing your opponent you come to understand the rhythm of their breathing. Once you are primed with that information, a strike specifically aimed at the heart will cause it to momentarily pause its beating if the blow lands, sending the victim into an unconscious state for their next post. Can only be used once per topic. | 35 Solars |
Soft Palm Technique | Unarmed | Strike | Using the flat of their hands, the user can choose to push a target affected by an Unarmed strike for a Short distance instead of applying Unarmed damage. By replacing the damage an unarmed strike would deal, you can instead push the enemy back a short distance, allowing space to open up between the two of you. Can be used twice per topic. | 35 Solars |
Eightfold Path Fist | Unarmed | Strike | A technique used to completely incapacitate a target, the Eightfold Path Fist targets specific nerve clusters to remove mobility and stun. Over the course of four posts, if the user hits the target they will stun the affected limb for a post, each successful hit adds an additional post to the initial duration of the technique; ex. A successful hit occurs on the second post, the duration goes from two more posts to three more. Can be used once per topic. | 35 Solars |
Hanging Palm Technique | Unarmed | Strike | Using a soft bladed hand and whipping the arm forward at the point of contact stiffening the bladed hand, the Hanging Palm Technique specializes as a surprise attack that bypasses armor and shield hit preventions upon first use. By whipping your hand at the last moment you can easily maneuver around defenses, allowing you to ignore a hit prevention from armor, can be used twice per topic. | 35 Solars |
Lunging Haymaker | Unarmed | Strike | A powerful swinging fist attack that upon impact will cause a Major wound to the target. If blocked by a hit prevention from either armor, a shield, or a martial skill, the attack will instead knock the target onto their back side, knocking them out of their defenses. | 35 Solars |
Anvil Smash | Blunt | Strike | Using the utmost control and expenditure of explosive force, you perform an overhead strike that, if it makes contact with your target, it will bypass all hit preventions and cause massive damage. This also stuns the target for a post, making it difficult to cast any spells or use any skills above Novice level. If you use this technique to strike the ground, you create a twenty-foot diameter hazard around you that makes it difficult to use any movement based spells or techniques for anyone within it. This also knocks anyone else touching the ground at that moment off their feet. Can only be used once per topic. | 35 Solars |
Bounce Back | Blunt | Strike | This tricky flick of the wrist combined with increased momentum allows you to throw a blunt weapon, such as a mace, hammer or club and have it bounce off of the struck object, returning along the same path it was thrown. The bounce back can only reach a Medium distance from the point of impact. | 35 Solars |
Sacrificial Smash | Blunt | Strike | A last ditch attack used by barbarians or berserkers to deal a devastating blow at the cost of their own weapon. Once per topic you can add all of your strength and might into a blunt weapon, giving off one final strike with it. If the weapon strikes an enemy or any of their defenses the strike will remove every single hit prevention any of their items give, while simultaneously destroying the blunt weapon used for the rest of the topic. If the strike hits a target with no hit preventions, it will instead knock them unconscious while still destroying the weapon. | 35 Solars |
Titanic Reach | Polearm | Strike | You have learned to maximize the reach of your blows by shifting your grip on the shaft of your polearm at just the right moment, making use of the entire length of it plus your armlength to enhance your striking distance. Any target within fifteen feet of you is now considered within your reach, however any blow made while making a Titanic Reach that isn't from overhead or thrusting produces a lighter impact. Conversely, any thrusting or overhead blow has a stronger impact then it normally would, removing two hit preventions instead of one. | 35 Solars |
Agile Removal | Polearm | Strike | A delicate technique created and taught by monks who often find themselves up against heavily armored or protected enemies. Three times per topic, you can launch an attack with a polearm that is not designed to deal damage, but instead disarm your enemy of their defensive items. By twisting and lunging with the polearm, you can target a clasp, ring, or other mechanism used to hold armor on or keep shield attached, and detach it, rendering the item useless for the next post. Any hit preventions provided by the item will no longer be in effect until the armor/shield is reattached. | 35 Solars |
Volley Shot | Marksman | Strike | Overloading your Marksman weapon medium, you fire five shots/attacks at your target all at once and with pinpoint accuracy. You can attempt to strike at the same spot multiple times, or five different targets all at once. Can only be used twice per topic. | 35 Solars |
Cheap Trick | Marksman | Strike | Your training in marksmanship has taught you that sometimes the best defense when a target gets to close is to rob them of them their sight, making you harder to hit in the process. You are armed with a collection of detritus of various forms you usually keep in a satchel. You can reach into this satchel at a moments notice and throw the contents in the direction of your attacker causing a blinding effect as it catches the light and if it gets in the target's eyes. This gives you a brief moment to retreat to safer ground unimpeded. | 35 Solars |
Deep Impact | Marksman | Strike | By channeling your strength into a ranged attack, such as a weapon throw or bow pull, you can add more force into the attack, causing the ammo or weapon to lodge itself even deeper into a struck target. This will deal increased minor damage but will also be nearly impossible to remove, leaving the weapon lodged into the target for the next two post, causing discomfort and awkwardness in movement. | 35 Solars |
Pester Ammo | Marksman | Control | You have learned the way of the famed Ninja of the Crescent Isle and how to create satchels of caltrops that you attach to your Marksman weapons. When thrown into the air, these scatter in a twenty foot area causing difficult terrain that cuts and lacerates those who step on them. These can also cause surface wounds when falling on a target, causing bleeding and stopping any interruptible abilities of those caught under the rain of caltrops. | 35 Solars |
Faux Shot | Marksman | Control | A clever technique created by hunters that was designed to intentionally miss with a ranged attack in order to trick an enemy into blocking or moving. You start by initiating a ranged attack like normal, making it appear as if you intend to hit a specific area. However you instead launch the ranged attack with just enough force to make it half way, falling short or outright missing. This can open your opponent up for a follow up attack or cause them to move in a desired direction. | 35 Solars |
Snap Reflexes | Unarmed | Control | A Conditional action which takes effect upon a range attack being launched at the user. Before impact, the user gains a hit prevention that is then used to deflect or catch the material projectile. This ability has a two post cooldown before it can be used again. | 35 Solars |
The Azucena Counter | Unarmed | Motion | Upon a melee attack being launched at the user, the dodge hit prevention is activated. A sleek, minimalist dodge towards the opponent getting under and inside their reach, the Azucena Counter is the perfect setup to launch a counter offensive. This ability has a two post cool down before it can be used again. | 35 Solars |
Shoulder to the Plow | Blunt | Motion | This two-part technique uses both the weapon and the body as you dash forward, ignoring any movement impairment on yourself, closing in on your target, and attempting to shoulder charge them. If you hit, you forcibly push the target back regardless of any effects that may make them unable to be pushed or moved, and you follow it up with an upswing of your weapon that ignores hit preventions but can still be blocked or parried by other means. Can only be used once per topic. | 35 Solars |
Vaulting Style | Polearm | Motion | You have practiced the art of vaulting and jumping using your polearm to achieve acrobatic feats typically only seen in traveling circuses. Any leap, tumble, or roll you attempt while wielding a polearm has its distance increased by ten feet, and any jump you perform using your polearm like a vaulting pole allows you to soar up to twenty feet into the air. Your training in this style of combat has also passively increased your ability to land safely from any height up to 30 feet. | 35 Solars |
Shepherds Drop | Polearm | Motion | A simple technique used by shepherds and herders who often find themselves in precarious situations with nothing but a stick or staff. By tucking the end of the polearm under your arm, you can use the shaft of the pole to slide down, preventing fall damage from great heights. After jumping or falling, you can use this to jab the end of the polearm into the ground or an enemy upon impact, sliding you down onto the ground or the stabbed enemy. | 35 Solars |
Shield Roll | Shield | Motion | A technical shield skill that is utilized by rolling an attack off of you and flipping the attacker over. Upon blocking a physical melee attack with a shield, you take a low dip on your back leg and push upwards, using the momentum to roll the attacker over top of you. Once per topic you can flip an enemy attacker after a successful block, knocking them prone and instantly ending any martial stance or mode they may be in. | 35 Solars |
Blade Dance | Blade | Stance | With your weapons feeling as light as air in your capable hands, you are able to whirl them around you in beautiful and complicated ways as if you were performing a dance. If you are within melee range of an enemy while whirling your weapons in this way, your next attack will ignore hit preventions. If you are not within melee range of an enemy, you will instead gain one hit prevention against ranged physical attacks. Can only be used twice per topic. | 35 Solars |
Float Like a Butterfly | Unarmed | Stance | A skill that represents years or even decades of training at the edge of physical limitations, you are capable of adjusting your footwork in an instance within melee range of your opponent/enemy. Until you launch your first attack, your fancy footwork grants you a hit prevention while within melee range. | 35 Solars |
Southpaw Shell | Unarmed | Stance | A highly effective defensive stance, the Southpaw Shell requires that the user has their right side forward in a bladed stance and both hands free. When attacked by a physical melee attack, the user is able to use their forward side to deflect the attack past them, not using up a hit prevention in the process. This lets you slide past the attack, putting the striking enemy next to you. This ability has a three post cool down before it can be activated again. | 35 Solars |
Heart Seeker | Blade | Stance | By taking a thrusting stance with your blade, you are able to analyze your opponent's movements and defenses. If you charge this stance for one post, this attack cannot be blocked on your next post (ignores armor, shields, or any attempt to block) and can only be avoided by dodging. If the strike hits, it will apply a bleed that cannot be healed for four posts. Can only be used twice per topic. | 35 Solars |
Shiko Stance | Unarmed | Stance | A hard body technique, the user gets into a deep wide legged stance with palms outstretched and upon impact with an individual, creature, object bigger than themselves can absorb and diffuse the impact counting as a hit prevention. This skill has a three post cool down. | 35 Solars |
Shifting Block | Polearm | Stance | Spinning your polearm while holding it at its exact center point, allows you to form a nearly impenetrable wall of whirling armament. The speed at which you twirl your weapon provides little to no gap in your defense within five feet of you, and as long as you alternate sides and your front you are considered to be able to block any martial technique that comes from those directions, or any offensive targeted spell (Not AoE or Cone in shape) of master or lower, leaving only your back exposed. This stance can only be used once every three posts. | 35 Solars |
Tower Brace | Shield | Stance | A defensive stance that shield users can take to defend from a large attack over several moments, like a rain of arrows or a shower of stones. By taking up the stance, the user places their shield directly in front of their body, bracing with both arms. They hold this stance for the entirety of their next post, gaining unlimited hit preventions on the shield against both physical and magical ranged attacks. However while in this stance the user can do nothing else. They can not move, use abilities, skills, passives or cast spells, making you completely immobile during the duration of the block. Can use once per topic. | 35 Solars |
The Five Hokei | Any | Stance | A series of stances that flow into each other in unpredictable patterns. Each stance represents a direction: left, right, back, forward, and vertical. Within the duration, 3 posts, of using the Five Hokei, the user is capable of activating a Strike, Motion or Control Conditional ability in reaction to any attack from those directions. | 35 Solars |
Cavazione | Shield | Stance | A technique that requires a weapon/shield/object to parry and a weapon/shield to do damage. The user's stance positions the parry toward the target gaining a hit prevention against physical attacks, upon engagement the user can sacrifice their stance's hit prevention to grant their offensive item the ability to bypass hit preventions for that attack. This refreshes after three posts after the user reengages the stance | 35 Solars |
Peek-a-Boo | Unarmed | Stance | A particular style that uses the concept of a snapping tortoise. The Peek-a-Boo style has the user tucks their elbows to center mass and raise closed fists to cover the lower portion of the face, coupled with a forward hunch, this stance completely minimizes the user’s profile and makes it hard for them to be hit. When the user advances upon an opponent in this stance, it acts as a hit prevention against any martial abilities or physical attacks till the user launches their own attack. | 35 Solars |
Exalted Martial Techniques
Must have Exalted in the corresponding Martial Skill that matches the Type of the Technique purchased (Blade, Blunt, Polearm, Marksman, Unarmed)
(Things from this shop count against your Spell Limit)
(Things from this shop count against your Spell Limit)
Name | Type | Tags | Description | Price |
Gerhart's Final Strike | Blade Blunt Polearm Unarmed | Strike | Skilled fighters know how to use the weight of their weapon to deliver devastating wounds. If a martial weapon (Sword, Axe, Hammer, Staff) would deal damage to its target, the wound will become severe, bleeding out and unable to be healed by Novice or Master level healing effects. This ability can only be used once per topic and must be applied to an attack as it is being used. | 50 Solars |
Cyran's Haunting Blade | Blade Blunt Polearm Unarmed | Strike | A technique best utilized by fighters who have honed their speed and precision to deliver quick, deep incisions in a target’s vulnerable spots. When a fighter uses this technique, their speed allows them to deliver a whirlwind of attacks that deal double the damage of normal attacks. Within the time it takes to make one attack, you are able to deliver three attacks that all deal double damage. At the end of this strike (regardless if the attacks hit or not) You use your speed and agility to disengage from the enemy, allowing you to retreat without your opponent being able to attack you as you flee. This can be used twice per topic. | 50 Solars |
Delaela's Cold Iron Touch | Unarmed | Strike | Your hands exhibit certain spiritual properties of Cold Iron-- a painstaking process of forging that ensures a piece of metal never knows the kiss of heat. When the hands of the user make contact with denizens of the Elder realm, they cause a fear effect upon them that lasts for one post per hit. (Denizens of the Elder realm include Fae, Spirits, Undead, and other Supernatural monstrosities.) This technique lasts for three posts and must go on cooldown for a single post before using it again. | 50 Solars |
Leandros's Lion Swipe | Polearm | Strike | This move emphasizes the speed and reach advantage of pole arms and longer weapons. The user feints with an overhead strike, causing the target’s guard to raise up. The user then shifts to strike the target’s leg or midsection with the back end of the haft. Depending on the area targeted, the user can momentarily stun the target by knocking the wind out of them or slow them down by striking the legs. | 50 Solars |
Rogue's Riposte | Small Concealed Weapon | Strike | To use this ability, you must have a small concealed weapon on your person, such as a knife or dagger. When you are subject to a melee attack, you may draw your concealed weapon and parry the attack with it, granting you a hit prevention against that attack. In addition, your next attack against your opponent in the same post will ignore physical armor (but not magical sources of armor). This ability can be used twice per topic, with 1 additional use if you have the Stealth Skill Quick Palm. | 50 Solars |
Beak's Bewildering Backstep | Weapons Without Marksman and Ranged Tag | Strike | A maneuver which uses fast and agile footwork to strike from behind. When the user is a Short distance away from the target they can dash around the target with great speed, out of the target’s line of sight, to attack from behind. This allows the user to attack unseen, potentially activating bonuses and abilities related to attacking from behind (they do not trigger if the opponent possesses abilities that prevent surprise). This attack cannot be blocked by Hit Preventions from shields or martial abilities but can still be evaded by dodge or counter. This skill can be used twice per topic. | 50 Solars |
Shaa's Flinch | Blade Blunt Polearm Unarmed | Control | You make a sudden movement with your body that causes your opponent to anticipate blocking a nontargeted body part. This feint forces the follow up attack to attempt to be blocked by a different method from the anticipatory block. | 50 Solars |