Difference between revisions of "MartialArts/ThunderousSwordsmanStyle"

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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
 
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
  
[[BogMod]]
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<b>Stance of the Thunderous Swordsman</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Martial Arts 2, Essence 1; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> None<br>
  
<b>Stance of the Thunderous Swordsman</b>
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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.
<b>Cost:</b> -; <b>Mins:</b> Martial Arts 2, Essence 1; <b>Type:</b> Reflexive
 
<b>Keywords:</b> None
 
<b>Duration:</b> Permanent
 
<b>Prerequisite Charms:</b> 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.
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<b>Lightning Thrust Assault</b><br>
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<b>Cost:</b> 3m; <b>Mins:</b> Martial Arts 3, Essence 1; <b>Type:</b> Supplemental(Step 2)<br>
<b>Lightning Thrust Assault</b>
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<b>Keywords:</b> Combo-OK<br>
<b>Cost:</b> 3m; <b>Mins:</b> Martial Arts 3, Essence 1; <b>Type:</b> Supplemental(Step 2)
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<b>Duration:</b> Instant<br>
<b>Keywords:</b> Combo-OK
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<b>Prerequisite Charms:</b> None<br>
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> 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.
 
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.
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<b>Thunderous Swordsman Form</b>
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<b>Thunderous Swordsman Form</b><br>
<b>Cost:</b> 6m; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Simple(Speed 3, DV -1)
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<b>Cost:</b> 6m; <b>Mins:</b> Martial Arts 4, Essence 2; <b>Type:</b> Simple(Speed 3, DV -1)<br>
<b>Keywords:</b> Form-type, Obvious
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<b>Keywords:</b> Form-type, Obvious<br>
<b>Duration:</b> One scene
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<b>Duration:</b> One scene<br>
<b>Prerequisite Charms:</b> Lightning Thrust Assault, Stance of the Thunderous Swordsman
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<b>Prerequisite Charms:</b> Lightning Thrust Assault, Stance of the Thunderous Swordsman<br>
  
 
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.
 
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.
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<b>Rolling Thunder Strike</b>
 
<b>Cost:</b> 4m; <b>Mins:</b> Martial Arts 4, Essence 3; <b>Type:</b> Supplemental
 
<b>Keywords:</b> Combo-OK
 
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> Thunderous Swordsman Form
 
  
With one deft move there is now only one swordsman on the field.  The martial artists foe is left unarmed and at his mercy.  Add Strength to the attack roll to disarm someone and the roll does not suffer the usual -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.
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Rolling Thunder Strike
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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.
<b>Movement Before Movement Technique</b>
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<b>Cost:</b> 4m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Supplemental
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Movement Before Movement Technique
<b>Keywords:</b> Combo-OK, Obvious
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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.
<b>Duration:</b> Instant
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  <b>Prerequisite Charms:</b> Rolling Thunder Strike
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Water on the Wind Assault
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Unblockable, add Essence to raw damage. Can not be used with Wind on the Water Assault
  
Before the Thunderous Swordsman learned to use his strength to leave a foe unarmed.  Now he learns to harness his speed.  Tilting his weapon just so and focusing his essence he can for a moment move before the world catches up with what he is doing.  The character rolls Dexterity + Martial Arts against an opponents Mental Dodge DV.  If this roll is successful the attack counts as an unexpected and all the normal rules for opposing such things come into play.  Charms of course that let one defend against unexpected attacks or to prevent them defeat this charm of course.
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Wind on the Water Assault
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Undodgeable, reduce the characters DV by 1 for each damage for the rest of the combat.
<b>Water on the Wind Assault</b>
 
<b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Supplemental
 
<b>Keywords:</b> Combo-OK
 
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> Thunderous Swordsman Form
 
  
When you stand by the shore and the waves crash open the rocks their is no way to block the spray around youYour only hope is to move back and awayThis principal in mind the Thunderous Swordsman blade becomes like the ocean spray.  Only through retreat can you escape it and should it find a home it will find all the cracks in your armor just as the spray will invariably find exposed skin to chillThe characters attack is unblockable and you add your permanent Essence score to the raw damage of the attack. It can not be used with Wind on the Water Assault.
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One Cut Assault
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Charm effect is essence in attacksCounts as multiple action charmUses one roll at the characters full dice pool for all attacksDice and success adders need only be used once to benifit every attack.
<b>Wind on the Water Assault</b>
 
<b>Cost:</b> 5m; <b>Mins:</b> Martial Arts 5, Essence 3; <b>Type:</b> Supplemental
 
<b>Keywords:</b> Combo-OK, Stackable
 
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> Thunderous Swordsman Style
 
  
You can not outrun the wind but you can hide from it.  The same can be said for the blade of the Thunderous Swordsman.  Unless you hide from a strong wind you will find yourself buffetted and unbalanced.  The characters attack is undodgeableOn a successful damage roll reduce the damaged characters Parry and Dodge DV by 1 for the rest of the scene.  This effect can stackMay not be comboed with Water on the Wind Assault.
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Spirit of the Thunderous Swordsman
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One StrikeOne Cut.  The fight is overIf this charm hits a resisted Ess+MA vrs Ess+Res roll is madeIf the Attacker wins reduce openent to Incapacited in Lethal damageIf they win take Essence in levels of Aggravated.
<b>One Cut Assault</b>
 
  <b>Cost:</b> 8m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Extra-Action
 
<b>Keywords:</b> Combo-OK, Obvious
 
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> Wind on the Water Assault, Water on the Wind Assault, Movement Before Movement Technique
 
  
With one swing the Swordsman's sword is in a dozen places all cutting at once.  His blade glints with his power, the air moves so it does not slow down his hand and he finds the essence of one in the many.  The character gets to make Essence attacks at full dice pool regardless of her weapons Rate.  Only one roll is made however and the results of that roll count for each attack.  He only suffers a DV penalty equal to the highest penalty for one attack.  Any charms used to grant successes or additional dice to an attack roll need only be used once to apply to every attack.
 
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<b>Spirit of the Thunderous Swordsman</b>
 
<b>Cost:</b> 7m, 1wp; <b>Mins:</b> Martial Arts 5, Essence 4; <b>Type:</b> Simple(Speed 4, DV -1)
 
<b>Keywords:</b> Combo-OK, Obvious
 
<b>Duration:</b> Instant
 
<b>Prerequisite Charms:</b> One Cut Assault
 
 
One Strike, one cut and then the fight is over.  That is the spirit of the Thunderous Swordsman and this philosophy and charm has brought many people who thought themselves great low.  The character makes a Martial Arts attack.  If it hits the player rolls Essence + Martial Arts contested by an Essence + Resistance roll from the one hit.  If the character using the charm wins wins reduce the opponent to Incapacited in Lethal damage.  The the player fails to beat their roll they still inflicts unsoakable dice of lethal damage equal to twice the players permanent Essence score.
 
  
 
== Comments ==
 
== Comments ==

Revision as of 04:57, 7 October 2007

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.


Comments