Post by Kirikami on Jul 9, 2017 14:42:03 GMT -5
Martial Powers System Alpha v 2.0
Where the supernatural meets martial arts and the mundane meets extraordinary, martial powers reside. Within those with the training to fight lays the potential to take it to another level.
Glossary of Terms
It would be a good idea to look over these terms before foraying into this system.
Arte
Also known as Maneuvers in previous systems, Artes are martial techniques that range from mundane tricks to extrordinary and supernatural abilities. They come in the following forms: Strikes, Boosts, Counters and Auras. Artes operate similar to Maneuvers from DSP's Path of War and WotC's Tome of Battle, except where exceptions are pointed out. (Auras would be the Stance equivalent)
Aura
A form of Arte which utilizes focus, footwork and/or channeling inner powers to achieve some form of passive effect. Auras require an expenditure of focus points, a swift action to activate and usually last for a number of minutes equal to Mastery Level, unless otherwise described. Auras otherwise operate as Stances from DSP's Path of War; the user must be able to move to activate them, auras end when activating another aura, and are ended when the user is rendered helpless.
Boost
A form of Arte that allow a warrior to bring herself into focus, summon her ki energy or other source of power, and unleash it in some manner specified by the arte. Boosts usually require an expenditure of focus points and a swift action, though this could change depending on the Arte used.
Counter
A form of Arte that is a fast, usually defensive reaction that is used to prevent or respond to your opponent’s actions. Counters require an expenditure of focus points, requiring an immediate action that you attempt during an enemy’s turn. Usually, your foe must make a specific action, such as an attack against you, for you to use a counter.
Discipline
Usually refered to as Styles in previous versions. Each discipline has a general theme, style elements or focus, an associated class skill and a number of associated weapon groups.
Like schools of magic or psionics, following disciplines determines which artes you have availible to choose from. Further, to gain access to higher rank artes from a discipline you must already know a number of artes from it.
Table: Prerequisites to Higher Ranks
Rank | # of Artes
1st | 0
2nd | 0
3rd | 1
4th | 1
5th | 2
6th | 2
7th | 2
8th | 3
9th | 4
Examples from Previous Systems: Desert Wind, Scarlet Throne, Setting Sun.
Focus Points
Focus Points are a representation of a Martial Artest's reserves of inner energy, stamina, or form of mystical power. Focus Points are used to initiate Artes. Other abilities may also require the expenditure of Focus.
The table below shows the Focus Point cost of Artes by their rank, the higher the rank the higher the cost.
Spent Focus is restored after 8 hours of rest, and could potentially be restored in other ways (class features, magic items, etc)
Martial Artest
This terminology refers to practitioners of Martial Powers. In other words, those using the system.
Mastery Level
A representation of the degree of power attained by a Martial Artest, known in previous systems as Initiator Level. The Mastery Level is often used to determine the potency of Artes and what Rank of Martial Powers are availible to the Artest.
Depending on which progression a GM allows in their game, the highest attainable rank of maneuvers may change.
1. Barest Progression (PB) is compared strictly to half casters like Rangers and Paladins, never attaining higher than 4th rank artes fairly far in the progression (13th level).
2. Low Progression (PL) is one step ahead of the previous. While the highest attainable rank is still 4th, you reach it at 10th level.
3. Modest Progression (PM) is more comparable to partial casters like magus, warpriest and inquisitor. The highest attainable rank is 6th at 15th level and gives a wider spectrum of abilities to Martial Artests.
4. Highest progression (PH) allows such characters their full power progression, giving them up to 9th rank artes at 18th level. These characters are often felt to overshadow normal martial characters and should only be allowed with careful and experienced GM consideration.
Mastery Score/ Mastery Modifier
Martial Artests draw power not only from their bodily powers, but from at least one of their mental ones. The Mastery Score refers to the ability one uses in question to know her Mastery Modifier. The latter is the ability modifier of the score in question, used in determining various potencies and abilities in the Martial Powers system.
Strike
A form of Arte that allows a special sort of attack. A strike imparts some bonus or advantage over a standard attack, such as extra damage, or an additional effect such as potentially blinding a foe. This otherwise operates as maneuvers of the same name from the previous system.
How to use Martial Powers
The easiest way to use the system is to play a base class from it. Currently I have three in development and one already in a second version.
Battlesage
Champion
Guardian
Feats and archetypes to allow some splashing into other characters are something I would like to do eventually.
What is different between this and previous systems?
1. Focus Pool limits the amount of artes usable per day.
2. Auras usually last minutes per level rather than constantly.
3. Options for GMs to reduce the progression level of the base classes' Artes.
4. Working on homebrew Disciplines that are hopefully more in line with our group's sense of balance
Where the supernatural meets martial arts and the mundane meets extraordinary, martial powers reside. Within those with the training to fight lays the potential to take it to another level.
Glossary of Terms
It would be a good idea to look over these terms before foraying into this system.
Arte
Also known as Maneuvers in previous systems, Artes are martial techniques that range from mundane tricks to extrordinary and supernatural abilities. They come in the following forms: Strikes, Boosts, Counters and Auras. Artes operate similar to Maneuvers from DSP's Path of War and WotC's Tome of Battle, except where exceptions are pointed out. (Auras would be the Stance equivalent)
Aura
A form of Arte which utilizes focus, footwork and/or channeling inner powers to achieve some form of passive effect. Auras require an expenditure of focus points, a swift action to activate and usually last for a number of minutes equal to Mastery Level, unless otherwise described. Auras otherwise operate as Stances from DSP's Path of War; the user must be able to move to activate them, auras end when activating another aura, and are ended when the user is rendered helpless.
Boost
A form of Arte that allow a warrior to bring herself into focus, summon her ki energy or other source of power, and unleash it in some manner specified by the arte. Boosts usually require an expenditure of focus points and a swift action, though this could change depending on the Arte used.
Counter
A form of Arte that is a fast, usually defensive reaction that is used to prevent or respond to your opponent’s actions. Counters require an expenditure of focus points, requiring an immediate action that you attempt during an enemy’s turn. Usually, your foe must make a specific action, such as an attack against you, for you to use a counter.
Discipline
Usually refered to as Styles in previous versions. Each discipline has a general theme, style elements or focus, an associated class skill and a number of associated weapon groups.
Like schools of magic or psionics, following disciplines determines which artes you have availible to choose from. Further, to gain access to higher rank artes from a discipline you must already know a number of artes from it.
Table: Prerequisites to Higher Ranks
Rank | # of Artes
1st | 0
2nd | 0
3rd | 1
4th | 1
5th | 2
6th | 2
7th | 2
8th | 3
9th | 4
Examples from Previous Systems: Desert Wind, Scarlet Throne, Setting Sun.
Focus Points
Focus Points are a representation of a Martial Artest's reserves of inner energy, stamina, or form of mystical power. Focus Points are used to initiate Artes. Other abilities may also require the expenditure of Focus.
The table below shows the Focus Point cost of Artes by their rank, the higher the rank the higher the cost.
Spent Focus is restored after 8 hours of rest, and could potentially be restored in other ways (class features, magic items, etc)
Rank | Focus Cost |
---|---|
1st | 1 |
2nd | 3 |
3rd | 5 |
4th | 7 |
5th | 9 |
6th | 11 |
7th | 13 |
8th | 15 |
9th | 17 |
Martial Artest
This terminology refers to practitioners of Martial Powers. In other words, those using the system.
Mastery Level
A representation of the degree of power attained by a Martial Artest, known in previous systems as Initiator Level. The Mastery Level is often used to determine the potency of Artes and what Rank of Martial Powers are availible to the Artest.
Depending on which progression a GM allows in their game, the highest attainable rank of maneuvers may change.
1. Barest Progression (PB) is compared strictly to half casters like Rangers and Paladins, never attaining higher than 4th rank artes fairly far in the progression (13th level).
2. Low Progression (PL) is one step ahead of the previous. While the highest attainable rank is still 4th, you reach it at 10th level.
3. Modest Progression (PM) is more comparable to partial casters like magus, warpriest and inquisitor. The highest attainable rank is 6th at 15th level and gives a wider spectrum of abilities to Martial Artests.
4. Highest progression (PH) allows such characters their full power progression, giving them up to 9th rank artes at 18th level. These characters are often felt to overshadow normal martial characters and should only be allowed with careful and experienced GM consideration.
Mastery Score/ Mastery Modifier
Martial Artests draw power not only from their bodily powers, but from at least one of their mental ones. The Mastery Score refers to the ability one uses in question to know her Mastery Modifier. The latter is the ability modifier of the score in question, used in determining various potencies and abilities in the Martial Powers system.
Strike
A form of Arte that allows a special sort of attack. A strike imparts some bonus or advantage over a standard attack, such as extra damage, or an additional effect such as potentially blinding a foe. This otherwise operates as maneuvers of the same name from the previous system.
How to use Martial Powers
The easiest way to use the system is to play a base class from it. Currently I have three in development and one already in a second version.
Battlesage
Champion
Guardian
Feats and archetypes to allow some splashing into other characters are something I would like to do eventually.
What is different between this and previous systems?
1. Focus Pool limits the amount of artes usable per day.
2. Auras usually last minutes per level rather than constantly.
3. Options for GMs to reduce the progression level of the base classes' Artes.
4. Working on homebrew Disciplines that are hopefully more in line with our group's sense of balance