Talk:Eight-Legged Harvest Promenade

From The Whereabouts

---MOVED FROM GRASS SPIDERS FRONT PAGE---

I've given this style some thought - it's based on the jumping attacks of the Grass Spider, so it will be highly acrobatic and surprise attack based. Form weapons are based on the spiders' main forms of attack - its web (rope, fighting chain, chain daiklaves, kusarigama), its fangs (short daiklaves held in a reverse grip, kama, daggers), and its hairs, which are thrown as a form of self-defense (darts, throwing knives). Things you'd see a ninja frequently wielding are also comfortably in-form for the style (nunchaku, shurikens). Improvised weaponry (bar stools, garroting wire, yeddim carcasses, wagon wheels with bombs strapped to them, grand pianos, angry villagers, and a corrupt justice system, to name a few) is encouraged enough by the instructors of the style that most of it is probably in-form too. So long as its over-the-top, extremely cool, or both, I'm probably going to let it fly. Things that are straight Melee weapons (axes, daiklaves, tetsubo, goremaul, etc.) that aren't explicitly mentioned above are probably going to stay Melee weapons, though.

It is a Terrestrial Martial Art, and does not permit the use of armor. For what it's worth, practitioners require Athletics 2 and Stealth 2, but this requirement is already fulfilled by the minimum Grass Spider abilities. In the unlikely event that a non-Grass Spider were learning the style, they would need Athletics 2 and Stealth 2.


Proposed Charm Tree

So this is what the Charm Tree is looking like right now. The Delusive Arachnid Trap prana is a charm that provides bonuses to reestablishing surprise in combat, but I haven't worked out the mechanics yet. Similarly, Spider Tricks the Dragon is in the works. Dan 01:08, 16 April 2010 (EDT)

Hey. I was thinking about the Spider's Web Charm. It might be cool if it was Type: Supplemental and it allowed you to turn a successful melee attack into a grapple. The idea being that you strike them with your fangs and then hold on until they die. You would do normal damage and everything, but afterwards would be in a clinch. I went with Supplemental because I thought reflexive would make it too powerful. I decided not simple because then you couldn't combine it with the jumping attack in a combo, since you can only have one simple per combo I think. Let me know on your thoughts and if we decide yes we can figure out cost.

-DanK


That sounds pretty sweet - I definitely want to gear the style towards encouraging jumping, clinching, and surprise attacks. Basically, anything you can do to encourage your opponent to have DV 0 :D. Considering the signature spider move is the grab and bite, I think this sounds pretty cool. I haven't given much thought to costs yet, but wanted to chime in.

Dan 00:37, 28 January 2010 (EST)


Some ideas for the MA style. First, should we adjust The Spider's Web to "...controls a clinch unarmed or with a in style weapon..."? Since characters can already move at half speed, what should the other power be? Maybe changing the first part to be either keep their full DV or make a single unarmed martial arts attack against the victim at DV 0, piercing (since clinching is piercing) instead of one of the other options the winner in a clinch can take? Ideas?

Other Charm Ideas: Spider's Silk. For one mote the MA can produce a strand of essence silk. The silk can become sticky at any point along its length by controlling the essence. It can be used as a grappling hook, a garrote wire, can increase grapple range by Essence feet, can add Essence dice to a clinch attempt, can add Essence dice to disarm attempts, etc. The idea is that all characters have rope, Grass Spiders have better rope.

Spider's Carapace: Add the MA's essence to soak and increase hardness by the character's natural soak (works with the form charm and itself). Hardness can not be more than total soak. On the downside, any damage that does get rolled counts 10s twice. Spiders have a hard outer shell, but squishy insides.

Spider's Eyes: Spiders have many eyes and they see many things. The charm will prevent surprise attacks, see immaterial spirits, etc. Can be reflexive activated whenever it would provide a benefit.

-DanK


I'm thinking we can just post under each charm as a sort of thread and cover them on an individual basis and add them once we finalize them. --FyreFly 22:34, 15 April 2010 (EDT)

Spider's Silk

For one mote the MA can produce a strand of essence silk. The silk can become sticky at any point along its length by controlling the essence. It can be used as a grappling hook, a garrote wire, can increase grapple range by Essence feet, can add Essence dice to a clinch attempt, can add Essence dice to disarm attempts, etc. The idea is that all characters have rope, Grass Spiders have better rope. DK

I love the idea for this charm, at least in concept, we'll need to work out mechanics. How much rope is created per mote of essence and all that jazz. I think we could expand this charm into the top level charm of the 'web' tree of the MA. --FyreFly 22:34, 15 April 2010 (EDT)

Spider's Carapace

Add the MA's essence to soak and increase hardness by the character's natural soak (works with the form charm and itself). Hardness can not be more than total soak. On the downside, any damage that does get rolled counts 10s twice. Spiders have a hard outer shell, but squishy insides. DK

Not sure about this one, I do like the general concept. My only concern is that we've already let Grass Spider's raise thier soak with the form charm, so I'm wondering if we want to include anoher soak enhancing charm. (I do like that this one adds to hardness though) --FyreFly 22:34, 15 April 2010 (EDT)

Spider's Eyes

Spiders have many eyes and they see many things. The charm will prevent surprise attacks, see immaterial spirits, etc. Can be reflexive activated whenever it would provide a benefit. DK

I like this charm as well, I'm thinking we come up with 8 versions of it (most common number of eyes for a spider), and allow grass spider's to purchase all of them as separate charms (probably full exp for the 1st variation and 2exp for further variations)

  1. Prevents suprise attacks
  2. Can see immaterial ghosts (Covers all undead creatures)
  3. Can see immaterial spirits (Covers anything with a Celestial nature)
  4. Can see immaterial demons (Covers anything with a demonic nature)
  5. Some sort of essence based sight (Can identify charms/spells/etc)

Not sure how much I do or don't like this, but I do like the idea of the Spider's Eye charm in general. --FyreFly 22:34, 15 April 2010 (EDT)

Eight Legged Harvest Promenade Form

I know we have some version of this on the front page, but I'm pretty set on having the form charm allow you to crawl on walls and ceilings. We can work some DV bonuses too, but I've already envisioned Moments and fight scenes that hinge on this ability (such as Ash turning his airship upside down mid-flight and sticking to the deck). This is what I have written down for the form charm in my notes from way back when we spent a session working on this stuff (not the most recent one, but, like, months ago), but the notes are pretty vague.

Dan 00:07, 16 April 2010 (EDT)