MartialArts/ThunderousSwordsmanStyle
A style developed in the High First Age by a Reckoner who viewed combat like she viewed how fate should be handled. Single acts that should resolve the matter instead of a dozen minor complex things hopefully all building to the result you wanted. Too many places for such a thing to mess up just as with combat. Combat should not be some long complex affair that just exposes yourself to danger for longer times. No blows in combat should be able to end matters with but one strike. While in Exalted combat perfect parries make such ideas rather difficult nonetheless this style allows deadly decisive blows and makes defending against them a serious challange. This style allows all sword types and their artifact equivilants to be used with it but does not permit armor. This is a Celestial Martial Art
Stance of the Thunderous Swordsman
Cost: -; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: None
Duration: Permanent
Prerequisite Charms: None
As any trained swordsman will tell you the first few moments in combat can often decide how the whole battle will play out. Trained to press their advantage this charm lets the character switch places in the initiative order with any one person within one tick of themselves at the start of combat.
Lightning Thrust Assault
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Supplemental(Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
To end a fight you must first be able to strike your foe. By lending essence to this principal the characters strikes attain preternatural accuracy. Add the characters MA in dice to the attack roll.
Thunderous Swordsman Form
Cost: 6m; Mins: Martial Arts 4, Essence 2; Type: Simple(Speed 3, DV -1)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Lightning Thrust Assault, Stance of the Thunderous Swordsman
The character assumes the fighting form of the Thunderous Swordsman. They appear on the verge of attacking. They hold their sword with the practiced grace of the masters. Their eyes see only places to strike and vulnerabilities to be exploited. The characters unarmed attacks do lethal damage and can block lethal attacks. The character is granted a pool equal to their Martial Arts score in points that can be used to upgrade your attacks. Points can go into speed(can not reduce your speed below 3), accuracy or damage but not into rate or defense. Points spent increasing damage also increase a weapons minimum damage by one.
Rolling Thunder Strike Add Strength to the attack roll to disarm someone and no -2 internal penalty. If you do disarm them you may make a reflexive Dex+MA roll at difficulty of their Wits to catch their sword before it flies off as per normal disarm rules.
Movement Before Movement Technique Charm Effect is if the character can best the other's MDV with a Dexterity+MA roll the attack counts as unexpected and can not be defended against unless the character has charms that allow them to respond to unexpected attacks.
Water on the Wind Assault Unblockable, add Essence to raw damage. Can not be used with Wind on the Water Assault
Wind on the Water Assault Undodgeable, reduce the characters DV by 1 for each damage for the rest of the combat.
One Cut Assault Charm effect is essence in attacks. Counts as multiple action charm. Uses one roll at the characters full dice pool for all attacks. Dice and success adders need only be used once to benifit every attack.
Spirit of the Thunderous Swordsman One Strike. One Cut. The fight is over. If this charm hits a resisted Ess+MA vrs Ess+Res roll is made. If the Attacker wins reduce openent to Incapacited in Lethal damage. If they win take Essence in levels of Aggravated.