Provoke/Soothing Word *New 1235* 06/12/2017 04:06 PM CDT

Provoke is in the wrong spell slot! Put it as another form of Soothing Word and clear out the high level space. Make it self-castable for the same duration or an area effect, same as a gas cloud but out of the Monks aura.

1235 becomes maybe.... One Man Army

The Monk uses 1235 to focus their Monk prowess into a group assault with tremendous power. The spell is built on a Tiered activation system with the enterprise of using Monk abilities (most expressly based on Level/Skill Training Choices) to create the possibility of activating the next higher tier. The entire premise is based on: combination, haste, flares.

Think of Bruce Lee in those movies where 16 guys are surrounding him, Uma Thurman in the battle with the Crazy 8 in Kill Bill by Tarantino... when the Monk uses 1235 it will trigger an attack that will instantly raise their MOC and CM by +20 base for the duration heightened with Lore and Level. Then there will be an issue of Mind Over Matter during the rolling process to achieve combination Tiers (like a +0 to +6 or something post-roll addition to the ward roll, so you get a bonus to each roll based on the ability to use the force of your mind).

Then the Tiers work something like this:

Tier 1 - The incantation of the spell which forces the Monk into Offensive stance and attacks the TARGETED or nearest enemy not joined up. The Monk engages with the foe in a way which gauges their defense/offense and their ego while picking the right place/time to synchronize a blow, 'dancing' with them. After the 3 sec. cast time and the appraisal of the situation (including the assessment of all the non-joined they will be facing) the Monk begins to whip themselves around into a fury! The first attack is a triple-combo punch-kick-grapple each with a *combined RT* of 3 secs. If they all connect (ward +101 and above) then the next Tier is triggered, should the Monk be level 40 say and have the appropriate CM/MOC. I would put Lore training more important to accentuate, reduce RT rather than be the most important thing for activating tiers. The combo by the way will move on to the next target when the one they just struck is stunned. Also an increase in stun possibilities which is quite high (would say +40% or more) for the totality of the Monk going wild this way and also a nice bonus for knock-downs on grapple with the same %.

Tier 2 - The combos triggered 1 stun and 2 bleeders on two critters and the Tier 2 is there for the Monk because they're 41st training and 2x MOC/CM! This leads to a buildup of energy and a +5 to all their attacks is added while they attempt faster more dangerous combos. The triple attack becomes a quadruple attack and the stuns/knock-downs are 50% increase chance now, there is an AvD boost from the power of the Monk's energy buildup of 5% and there's a new move at the end of this one even if they all don't ward +101 or higher! The move is a sweep that will attempt to knock as many foes over as possible with one body, up to 5 then more with MOC/CM. CM based and 2 sec. hard RT.

Tier 3 - If all the blows connected from the quadruple and your level/skills are right (say 50 and 2x MOC) then you go for a set of grappling moves followed by punching. So you wrestle and pin one, jab their face and roll over to the next one if you got those two blows in with 1 sec. RT to the next critter and try a leg hold with a precise jab to the face. That works with a 2 sec. RT and a rank 2 crit on the nose with a big stun, the Monk is heated up and moves on to the third Critter which the Monk successfully crits the neck on using the grapple and pushes off the dropping corpse to the next critter for a leaping kick that stuns, the Monk lands and stuns with a jab the next critter before grappling onto the ground. A total of 8 secs. of RT and the Monk has bam-bam-bam taken on several opponents by building on their martial energy.

Tier 4 - The speed of your punch and kick power begins to generate a vacuum flares on top of the weapon flares or weighting that are in your gloves/boots. The flares are a CM based attack that accompany a strike *even if the ward is not +101 or higher*. 7 combo strike attempt and...

Tier 5 - You begin to resemble the real form of a tiger and each of your strikes can only be 1 sec., you gain +25 to your UAF and you attempt up to 8 strikes consecutively building on the other. At the end you get a free Force Projection cast with a hard RT.



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