| Payoff Effect | PR | Notes | | Additional damage +5 | 1 | Effect is leveled | | Bleed | 4 | Not specifically leveled, but could be | | Blind | 7 | | | Daze | 5 | Effect is leveled | | Deaf | 5 | Never given in the book; PR is an estimate | | Death | 10 | | | Disadvantage (mental) | 1 | Effect is leveled | | Disadvantage (physical) | 1 | Effect is leveled | | Disarm | 3 | | | Dismember digit | 4 | | | Dismember extremity | 6 | | | Dismember limb | 8 | | | Knockout | 3 | Is more effective if combined with another Payoff | | Paralyze | 9 | | | Pin | 5 | Effect is leveled | | Push | 1 | Effect is leveled, aka knockback | | Stun | 6 | Effect is leveled | | Trip | 2 | | In the case of leveled Payoffs, the PR is multiplied by the level (for additional damage, that is PR 1/+5 damage). Bleed isn't listed as a leveled Payoff, but does have a cumulative effect, so a Bleed 2 result is certainly imaginable.
The effect of Knockout is proportional to the PR of the sequence (the PR sets the Threshold to resist the knockout); so a combined Payoff increases the likelihood of knockout.
In all cases, the PR was obtained by comparing the ratings given in the Fireborn Player's Handbook, so PR calculated using this table should produce comparable results. However, the following cautions are issued:- No sequence in the book has a "Deaf" Payoff. The "5" is based on the PR 7 of Blind, lowered since Blind is of more combat utility.
- No sequence in the book has a leveled Payoff for an Effect with a higher PR than 1; there are no Stun 2 or Pin 2 Payoffs to compare with. Given the severity of these effects, however, a static increase of the PR seems justified.
- A few rare sequences in the book "break" these PR values. In all cases, the most common value has been used, under the assumption that the incongruous PR values are errata
Style Cost Style cost is really the only tricky part of designing a style; since designing the sequences is largely a matter of mechanics - the costs (TH and PR) are set by the nature of the sequence itself. Style cost, on the other hand, requires a judgement call, based on the effectiveness of the style and its utility. There are a few generalities that can be made, however, based on the nature of the style.
A 1-point style has few sequences, and most of the sequences have a fairly low PR. Generally, a 1-point style should have eight or fewer sequences and should not have any with a PR of higher than 5 or 6.
A 2-point style has more utility; it should still have eight or fewer sequences, but they can be of any PR up to 10. However, the style should not have a sequence with a Death Payoff, nor should it have more than 2-3 moves with a PR greater than 5.
A 3-point style will probably still have eight or fewer sequences, but they can be of any PR, and the style can include a Death-dealing sequence.
4- and 5- point styles have no limit on number of sequences or PR; generally the main difference between a 4- point and 5- point style is the proportion of high-level moves, or low-level moves with high Payoffs. In most cases, you can assume that the style is a 4-point style, unless it has special conditions that would warrant otherwise.
There are, of course, a fair number of special conditions; the most common are listed below, but in the end, it will require a judgement call. In most cases, the style should not deviate more than ±1 level from where its number and level of sequences place it.- If the style has multiple low-TH moves with powerful Payoffs for such moves, increase the style cost. An example of this is Eastern Small Style, which has two TH 2 moves that earn +15 damage each; although the style is fairly straightforward, such powerful TH 2 moves earn Eastern Small Style a style cost of 3.
- If a style has a PR 11+ move, increase the style cost.
- If the style is based around an environmental condition and relies on that condition for its moves (like Barroom Brawling or Submerged), decrease the style cost.
- If the style is based around a single weapon that isn't a natural weapon, and cannot be used without that weapon, decrease the style cost.
Examples of Style Creation Continuing with the "Touch of Death" concept, let's consider a style built around mystic chi-based pressure secrets. The moves will all be similar - a ready or so to locate the target point, a power to build chi, and a fist strike to deliver the attack - but pressure point attacks can have various effects. A "Gentle Touch" attack that's a push/trip seems like a good start, plus one that will daze, one that stuns, a knockout, paralyze, and a blind/deaf ultimate technique... Add in a grab the arm and tap the elbow technique for defense, a few other moves to flush out the style, and we're just about set. Quickly assembling our efforts, the style looks like this:
Pressure Point Mastery (5)
| TH | Name | Moves | PR | Payoff | | 3 | Gentle Touch | Ready + Power + Fist Strike | 4 | Push 2, trip | | 3 | Enlightenment | Ready + Power + Fist Strike | 5 | Daze | | 4 | Control the Hand | Spin + Grab + Ready + Fist Strike | 5 | Disadvantage (physical) 2, Disarm | | 4 | Reminder | Ready + Power + Power + Fist Strike | 6 | Stun | | 4 | Numb the Flesh | Ready + Ready + Power + Fist Strike | 7 | Disadvantage (physical) 5, disadvantage (mental) 2 | | 5 | Numb the Mind | Ready + Ready + Power + Power + Fist Strike | 8 | Daze, knockout | | 5 | Gentle Rebuff | Ready + Power + Power + Power + Fist Strike | 10 | Push 8, trip | | 5 | Numb the Body | Ready + Ready + Ready + Power + Fist Strike | 9 | Paralyze | | 6 | Touch of Death | Ready + Ready + Ready + Power + Power + Fist Strike | 10 | Death | | 6 | Deny the Senses | Ready + Power + Fist Strike + Ready + Power + Fist Strike | 12 | Blind, deaf |
Obviously, this is a powerful style, with ten sequences, three of which have PR 10+. It's a shoe-in as being in the 4-5 range. In addition, it has a PR 12 move (not normally advised, but it fits in well with the style) and its "low end" sequences have Payoffs like Daze and a PR 4 push/trip combo. About the only weakness of the style is that most of the Payoffs are not damage related, and most sequences have only one attack - and it's at the end. This means that negating the sequence makes the entire attack fail, and the style is nearly useless against non-living targets, since most attacks will do only Fist Strike damage. While this is enough to ensure that the style remains balanced at a 5 rating, it's still clearly a cost 5 style.
As a second example, let's try something simpler and a little more physical. Suppose a scion able to manifest claws wants a quick and dirty claw fighting style, designed for a humanoid frame, rather than a dragon, since a most scions still won't necessarily have the Awakened Rank to manifest hindclaws, a bite attack, or tail.
Now that we have our basics, let's consider some sequences. A simple claw attack seems mandatory, as does a double-claw rend. Another good attack idea would include an uppercut-like attack raking the claw up the torso of the opponent - that would be the "Bleed" Payoff.
A quick look at some existing styles - a good place for inspiration, especially for common attacks, like knockout punches, groin kicks, and basic claw attacks - shows some promising candidates in Ravager and Swift. Adder's Fangs from Ravager can probably be used as is; Rend seems a little extreme for a human attacking a human, where the claw attacks will probably be aimed a little more center-of-mass and are unlikely to dismember an extremity. Gut from Swift is a low-power variant of what we envisioned for our torso-raking attack.
Right now we have a "Claw Swipe" attack, which is probably a simple Power + Strike + Press... for the basics, added damage works fine. "Rending" is a copy of Adder's Fangs - no need to reinvent the wheel, though keeping the name consistent with the style is probably a good thing. Our torso rake is "Eviscerate," a Crouch + Power + Claw + Press (with maybe another Press, depending on the rest of the style) that does added damage and a Bleed. At this point we need "filler," and decide on a spinning backhanded strike ("Backslash"), a pouncing attack ("Claw Dive"), and a double-Bleed tear-out-the-throat attack ("Throating"). Defensive moves are always good, and a basic parry/slash routine ("Clawstorm") fits the bill. We're now at seven sequences, we've got a few powerhouses and a simple attack or two, but our low-end is a TH 3 attack. We could remove the Press from Claw Swipe, but a quick forehead slash to drip blood in the face at a TH 2 adds a little more depth, and gives us more freedom in determining the Threshold of the other moves. This leads us to our basic style:
Claw Rage (3)
| TH | Name | Moves | PR | Payoff | | 2 | Quick Slash | Spin + Claw Strike | 2 | Disadvantage (mental) 2 | | 3 | Claw Swipe | Power + Claw Strike + Press | 3 | Additional damage +15 | | 3 | Backslash | Spin + Power + Claw Strike | 3 | Additional damage +10, push 1 | | 4 | Rending | Power + L Claw Strike + Power + R Claw Strike | 4 | Additional damage +10, disadvantage (physical) 2 | | 4 | Clawstorm | Block + Ready + Power + Claw Strike | 5 | Daze | | 5 | Claw Dive | Dash + Jump + Power + L Claw Strike + R Claw Strike | 6 | Additional damage +20, trip | | 5 | Eviscerate | Crouch + Power + Claw Strike + Press + Press | 7 | Additional damage +15, bleed | | 6 | Throating | Grab + Press + Press + Press + Power + Claw Strike | 9 | Additional damage +5, bleed 2 |
Claw rage has eight sequences, and three of those are over PR 5. This puts it right at the border of having a style cost of 2 or 3. The low-end payoffs aren't terribly excessive, so it could conceivably be a cost 2 style. Similarly, it's based around claws, so it's weapon specific - but that weapon is a natural weapon for dragons, even if it has to be manifested for a scion to use them, which isn't enough to push it towards a cost of 3.
So why is it a 3? After all, Long Arm has it beat for Payoff Ratings, and it's a cost 2. Luring Blade has higher added damage. The style lacks any disarm, knockout, or similar means to gain a potent edge on an opponent, with only a trip move and a daze.
Ultimately, it's the Bleed moves that make Claw Rage have a cost of 3. The style does have its fair share of added damage - which, while not terribly high, do apply to nearly all the payoffs. Similarly, many of the attacks have a "partial damage" effect - that is, they have a claw attack early in the sequence, so that even if the sequence fails, some damage is still dealt. But the double bleed payoff on Throating in a style that already has a Bleed Payoff means that the style is specialized at getting that one payoff to stack
Ultimately, style cost is a matter of gauging how efficient a style is in combat, when used by someone who will concentrate on its strengths, not by some formula. |