Do version 2.0
Introduction
Do is not about hurting people. Do is about how you move, how you breathe,
how you think. It is the ability to act in the most correct way in any given
situation. It is the ability to see the beauty in everything, and to find
those things which detract from that beauty and correct them. Do is simply
the Way. It is the process by which a person can act, react think and exist
in the best way. A Doist never goes out of his way to do anything, if he
is doing something in a particular place at a particular time, it is because
that is the way it is supposed to be. It is training your body to exist
in the most harmonious form. It is training your mind to be constantly aware
of everything and nothing at the same time. Do affects every part of the
Doist's life, but it does so in such a way that most people never notice
it.
Do can be used to cause great damage to just about anything or anyone. It
can also be used for flower arranging, painting, sculpture, music performance
or composition, dance, animal training and many, many other things. To the
true master, there is no part of his life that is not influenced by his
knowledge of Do. If this were pointed out to him, he would either be very
surprised that an outsider would see things that way, or he would be very
blase about it. A true master essentially forgets Do, it has become such
a way of life for him that it ceases to influence his thoughts. He no longer
thinks about what he does, he simply does it and allows the Do to flow through
him to insure the correctness of his actions.
Physical Aspects of Do
Do affects the practicioner in many ways, many of which the Doist is unaware.
As tehy progress through the Ranks their movement styles change so they
are expending the least possible amount of energy to gain the maximum effect.
They walk in an almost gliding style, lifting their feet as short a distance
from the floor as possible. Their arms swing only very slightly and their
eyes seem unfocused as they try to take in everything around them rather
than concentrating on specific details. Their breathing rate becomes slower
and deeper. They move their eyes rather than their entire head. A Doist
will avoid cracks in the sidewalk, or roots along a trail, without being
aware they are doing so. A Master of Do can run through the forest in the
middle of the night and never disturb a single branch. They almost never
trip, bang their shins or drop a glass.
Doists often have regular, if peculiar, workout schedules. Their exercises
are usually uniquely suited to them in order to fully devleop every part
of their body equally. They tend to be very short sessions, seldom lasting
longer than 30 minutes, and are exhausting for just about anyone other than
another Doist.
The home of a Do practicioner looks very strange, at first glance, to the
uninitiated. There are usually very few pieces of furniture and little to
interrupt walkways. Windows and large airy rooms are common, as are plants.
Mirrors are frequently placed throughout the home to give unimpeded line
of sight through the dwelling. After only a short time in a Doist's home
people feel very comfortable and often wonder why things felt strange at
first. Color schemes are a matter of individual taste, they are usually
colors that would seem to be of great contrast at first but upon longer
examination are found to be very complementary.
Mental Aspects of Do
Doists don't think the same way most people do. They make jumps in their
thought processes that are hard to follow and are, in hindsight, absolutely
correct. They go for the most direct route possible to a given destination.
A Doist will often find the correct answer to a logic problem, but do so
in a way that no one has ever thought of before.
Do affects the way the brain interprets various sensory input. A Doist can
often tell when someone is faking an injury or an accent. They can tell
when food is done cooking simply from the smell and are the ones who have
the pitcher of water ready as soon as someone empties their glass.
Do - The Metaskill
Because Do can be used in so many different ways it does not follow the
normal rules for skill purchase or advancement. A beginning character may
only purchase a maximum of two dots in Do. Advancement is 1.5 times the
normal cost per dot. For each dot a character has in Do he may use his Do
score in place of his normal skill. This applies to all Skills and Abilities
and some Knowledges, e.g. Cosmology, Herbal Lore etc. Do may be applied
to any Skill or Ability ranging from Athletics to Flower Arranging, Brawl
to Calligraphy and everything in between. However, he must have at least
one dot in the skill to be replaced. For example, a character with three
dots in Do may choose to use his Do skill instead of his skill levels in
any three other skills. He may choose Brawl, Melee and Dance for the skills
to be replaced, but he must have one dot in each of those three skills already.
This may seem like a tremendous bonus to Doists, but there is one major
drawback. Because Do is a basic understanding of the way the world works
around the practicioner his Do skill may never exceed his Arete. Further
limits may be applied at the Storyteller's discretion, such as not allowinbg
the character's Do score to exceed the score in the character's primary
Sphere (this is not necessarily the Tradition's primary Sphere, just the
character's e.g. a member of the Akashic Brotherhood's Scales of the Dragon
might have Correspondence as his primary Sphere, not Mind.) Advancement
in Do is not a simple mater. It often involves a great deal of time spent
is study and meditation, as well as a lot of practical application. It also
means that a Master of Do is probably exceedingly powerful in other areas
as well.
The primary practicioners of Do are the Akashic Brotherhood, and they are
typically the only ones who are able to teach it to others. Within the Brotherhood,
each sect has different skills they emphasize in their teachings. The Scales
of the Dragon usually use Do with Melee, Tracking, Stealth, Blind Fighting,
Athletics and other very physical skills. The Orange Robes typically use
Cosmology, Awareness, Meditation and related skills. The Blue Skins employ
things like Scrounge, Streetwise
The one skill they all teach, almost always as the first skill to be
replaced, is Brawl.
Do - The Martial Art
"Master, if Do is applicable to our entire lives, why is so much emphasis
placed upon the strictly martial aspects?"
"It's called the Ascension 'War' for a reason."
--Steven "Shadow Hunter" Nakatomi, Do Master--
Do as a martial art is very different from most other forms. While some
teachings carry over from one practicioner to the next, each individual
has his own particualr style of combat. The basics of Do are taught to all
students and they then modify each technique to best suit their own abilities.
A large, muscular practicioner is not going to fight in the same manner
as a smaller, more slender one. Though they both might use the same type
of attacks, one might rely on sheer, brute strength to damage their opponent
while the other goes for very carefully placed strikes to their opponent's
nerve clusters. Each is equally effective, but very different styles are
called for.
Basic Manuevers
Hand Strike: Difficulty: 6 A simple attack, including any attack
made with the fist, heel of the palm, forearm, elbow or shoulder. Damage
is 3+ the number of successes on the attack roll.
Foot Strike: Difficulty: 7 includes kicks, attacks with the knee
or shin. Damage: 4+the number of successes on the attack roll.
[Hand and Foot Strikes may be combined with a jumping attack. Difficulty
and damage are both +1]
Throw: Difficulty: 7 Damage: 3+sucesses Varies from the complex
leveraged shoulder/hip throws to simple body slam; any attacks designed
to move an opponent away from the Doist. Distance thrown is equal to 2 feet
per success on the attack roll. Opponent must spend one round getting to
their feet.
Block: Difficulty: 6 Varies, can be a simple arm-to-arm block or
a redirection of the attack vectors. Each success subtracts one die from
the opponents damage roll.
Hold: Difficulty: 7 Varies, can be anything from pinning an opponent
to the ground or against a vertical surface to specific nerve holds that
paralyze an opponentor a very specialized nerve pinch. If opponent does
not make a successful Dodge they are considered immobilized for as long
as the Doist maintains the hold.
Counter: Difficulty: 8 Counters involve re-directing an opponent's
attack away from the Doist and at the same time re-positioning the Doist
and his opponent in such a way as to make the Doist's next attack more likely
to succeed. An opposed test is made, if the Doist gets one net success the
attack is considered to have failed and the Doist automatically gains initiative
over his opponent in the next round, each net success over 1 gives the Doist
an extra die on his next attack.
Advancing in Do
As the Doist progresses, her attacks become much more fluid and less conscious.
At Rank 1, the Doist is constantly aware of what she is doing and where
the next blow is going to land. She has learned how to best use Do for herself
but does not yet truly understand. At Rank 3 she becomes less conscious
of what she is actually doing, a Rank 3 Doist may use a Block or Counter
as well as a Hand or Foot Strike with her full Dice Pool in the same round.
At Rank 4 the Doist starts to become fully aware of herself and her place
in the world, she may use two Blocks or Counters in the same round. When
Rank 5 is reached true Mastery of the self is achieved, at this point the
Doist is, at best, vaguely conscious of what she is doing. She simply sets
herself a task for the battle (kill a specific opponent, protect the people
trying to get away, etc.) and lets the Do use her as is proper to accomplish
that task. A Rank 5 Doist may use any two maneuvers in a single round. Note
that the multiple attacks/defenses may also be used with a weapon provided
that the Doist has taken Melee as a skill and the wepon is physically capable
of the actions attempted.
Those who achieve Rank 6, Grand Master, in Do are truly awesome to see in
action. They are unaware of what action they are going to take until it
has already been performed, they seem to never be watching any of their
opponents yet are always ready to defend against an attack launched from
any side. Their own attacks are unnoticed except when their opponent suddenly
falls. Very few Doists ever achieve this rank, and it should be considered
only slightly less difficult to accomplish than achieving Rank 6 in a Sphere.
At this point a Doist can perform up to four Do maneuvers in a single round.
Further progression has never been recognized.
Teaching Do
Do Instruction is a separate skill from both Do and Instruction. Because
Do itself is such an abstract idea instruction in it requires very specific
methods of teaching and the ability to modify that teaching to match each
individual student. A teacher with one dot in Do Instruction can teach students
who already have one dot in Do, Rank three allows the teacher to begin instruction
with those who show an affinity for Do, e.g. neophytes to the Akashic Brotherhood,
particularly skilled martial artists, Magi with an Arete of 4 or greater.
Rank 5 allows the teacher to instruct anyone, Sleepers, Technomancers and
even some Marauders.
Do is seldom taught to anyone outside the Akashic Brotherhood, but there
are always exceptions. Dreamspeakers show a particular aptitude for learning
Do, as do some Cultists of Ecstasy. Orphans are occasionally instructed
in order to help them realize their full potential. The one group that will
never be taught are the Euthanatos. Any Brother found teaching Do to them
faces immediate expulsion from the Brotherhood and possible Gilgul.
On very rare occasions a Doist may instruct other supernatural creatures
in the arts of Do. Garou are the fewest, by far. Their rage interferes with
the smooth flowing nature of Do. Thus far only a handful of Stargazers have
mastered themselves enough to learn even the basics. Wraiths are seldom
taught after their death, and even fewer have learned it in life (If you
have truly learned Do, you have come to accept your death as natural.) No
brother has ever been around a Changeling long enough to teach them anything,
at least as far as the Brotherhood knows.
Vampires are a very special case.
Vampires have the patience and willpower necessary to devote considerable
amounts of time to Do. While their initial reasons for doing so are usually
so they can gain an upper hand in physical confrontations, Do has a much
greater effect on them as they progress. As the Vampire comes to accept
himself for what he truly is, he finds his thirst for blood tapering off.
The normal expenditure of 1 blood point per day drops to 1/2 days at Rank
2, 1/4 days at Rank 3, 1/8 days at Rank 4, and 1/16 days
at Rank 5. It is theorized among some magi that Rank 6 would eliminate the
Vampire's need for fresh blood entirely. However, since no Vampire is known
to have progressed beyond Rank 3, this theory remains pure speculation.
It should be noted that very, very few Vampires are ever given the opportunity
to learn Do. Most Akashic Brother find the idea of feeding on a human and
thereby weakening them so they do not have the opportunity realize their
full potential particularly objectionable.
Do and Magick
Magick is often used to enhance a Doists skills. One of the first things
Akashic Brothers are taught is a variation on the Virtual Adpets' Multi-Tasking
rote. This allows them to meditate while performing katas to strengthen
the body and can also be applied to using a magickal effect while launching
a physical attack at the same time
It is not unusual for Akashic Brothers to also use Forces to increase the
amount of kinetic energy behind an attack, use a Static Discharge style
effect to stun an opponent, and Fists of Flame is required learning for
those who expect to be in conflict with Vampires.
The Akashic Brotherhood is one of the very few groups to have ever turned
one of the Technocracy's weapons against them so effectively. The advent
of motion pictures and the subsequent release of innumerable martial arts
movies has given the Brotherhood a substantial base of Mythic Threads from
which to operate. Incredible feats of jumping, tumbling and dodging are
accepted as impressive, but not unnatural. They can use Life magick to accept
incredible amounts of damage and explain it away with 'rigorous training'.
A Brother dressed all in black can drop a smoke bomb and use Correspondence
to Co-Locate himself away and have it seen as merely 'One of those ninja
tricks.'
HTML By Arthur Muzzarelli (theshadw@industrynet.net)