MartialArts/ArgentWindsOfDesolationStyle
Submission: Argent Winds of Desolation
- by Telgar
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Background
The Argent Winds of Desolation is a Style that teaches its students the lessons of submission which they apply to themselves and their foes. Those who use the Argent Winds of Desolation's teachings learn to appreciate how each element of the world submits to another and that sometimes the least powerful element, such as a simple wind, is actually the strongest.
No armor is allowed when Argent Winds of Desolation is being practiced. It's favored weapon is the bow and arrow.
Student's Sutra of Submission: A maiden stood at the window and watched the wind.
Charms
Breeze-Bent Reeds</b>
<b>Cost: 5 motes Duration: One scene Type: Simple Min MA: 4 Min Essence: 4 Prereqs: None
The wind caressed the reeds and the reeds bent to the wind's will
Summoning a glow of Essence to infuse his weapon a student of Argent Winds greatly maginfies the force of the winds created by the movements of his sword. The target of an attack that hits or misses by less then the Sidereal's Essence in successes is blown down by the powerful winds. The target must succeed at a Stamina + Athletics roll with a difficulty of the Sidereal's Essence. If they fail they are knocked down and must spend an action to rise to their feet. Additionally, the winds persist, clinging to the target for five turns. Each turn, they must resist the knockdown effect.
Rippling Water Enforcement</b>
<b>Cost: 5 motes Duration: One scene Type: Simple Min MA: 4 Min Essence: 3 Prereqs: Breeze-Bent Reeds
The movement of the reeds stirred the water and it moved as the reeds willed
The Argent Winds teach that each strike is an attempt to dominate the target and each wound is proof of success. When the student has submitted to his foes, they must submit to his will in turn. Each time an opponent successfully strikes the Sidereal the opponent is forced backwards a number of yards equal to the martial artist's Willpower.
Eroding the Muddy Bank</b>
<b>Cost: 4 motes, 1 willpower Duration: Instant Type: Supplemental Min MA: 4 Min Essence: 4 Prereqs: Rippling Water Enforcement
As the water moved, it lapped against the earth and the earth was diminished by the water's will
The arrows becomes as water and each strike against the opponent wears some of him away. A strike empowered by this Charm will always do at least 1 health level of damage if it hits the target. Additionally, if the target of this Charm has a lower Willpower then the martial artist, each time he is struck his soak is reduced by the difference in their Willpower scores. These reductions are cumulative.
Wafting on the Winds of Fury</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min MA: 5 Min Essence: 4 Prereqs: Eroding the Muddy Bank
The earth became sand and was carried away by the will of the wind
A student of the Argent Winds has learned not only the value of making others show submission but in showing it himself. When struck by his foe the student disperses himself into a shower of glowing motes and allows the force of the blow to have its way with him. For each success the attacker gained on his attack, the martial artist is moved one yard away from his foe. Attacks met with this Charm do no damage and are not considered to have successfully hit the character. This is a Perfect Hopping Defense.
Argent Winds of Desolation Form</b>
<b>Cost: 5 motes Duration: One scene Type: Simple Min MA: 5 Min Essence: 5 Prereqs: Wafting on the Winds of Fury, complete Mastery of any Celestial Martial Art
Elder Sutra of Submission: The mountain that stood in the path was worn away by the will of the sand
Adopting a stance both humble and imposing an adept of the Argent Winds gathers to himself the power which he requires to force his opponents to submit to his will. The most important function of the Form is that it reinforces the martial artist's belief in himself and empowers his will. The character's Willpower is effectively doubled for the duration of this Charm. This does not give him additional temporary willpower points, though it does raise the cap on how many he can have at a given time. The mental strength granted by the Form allows the user to spend up to his Essence in Willpower points in a turn on automatic successes or virtue channeling instead of the normal limit of 1.
Oppression of Burning Suns</b>
<b>Cost: 1 mote per turn Duration: Special Type: Simple Min MA: 5 Min Essence: 5 Prereqs: Argent Winds of Desolation Form
The sand settled in the valley and the life there withered, by the will of the new desert
Even something as simple as a bright light can force mighty men to their knees. When empowered by this Charm the martial artist shines so brightly that he sets ablaze all who would stand against it. Any enemy of the character who can see the brilliance is treated as if he were standing in magma, taking that amount of environmental damage for 1 turn per mote spent on this Charm. A character can spend no more motes on this Charm then he has dots of Willpower or Stamina + Endurance (whichever is lower). Effects which ignore non-magical environmental damage do not counter this Charm.
In addition to the damage caused by gazing upon the sword, anyone who is struck by the character's arrows while this Charm is active suffers the Sidereal's Willpower in Lethal dice of damage in addition to whatever the attack itself inflicts. For Creatures of Darkness this damage is Aggravated.
Despite having a non-instant duration, this Charm can be placed in a combo.
Calling the Hungry Wind</b>
<b>Cost: 10 motes Duration: Instant Type: Simple Min MA: 5 Min Essence: 6 Prereqs: Oppression of Burning Suns
A soldier traveled the desert and his sword was rusted away by the will of the air
The release of his arrow calls up a horrible wind that scours the surroundings with caustic fumes and acidic rains. All mortal equipment in the path of the arrow's flight, for as far as the character can see, is destroyed. Plants suffer the same fate, wilting and burning away under the vile winds. Living beings take an amount of Aggravated environmental damage equal to the character's Willpower. Artifacts affected by the corrosive winds are rendered unusable until their master takes a full turn to restore them to function by expending a single mote of Essence to wipe them clean of the corrosives.
Jade Emperor's Edict</b>
<b>Cost: 10 motes, 3 willpower Duration: Instant Type: Simple Min MA: 6 Min Essence: 6 Prereqs: Calling the Hungry Wind
An army followed the soldier and crossed the sea by the will of their king
Forcing an act of ultimate submission upon another combatant is the special power of one who has mastered the Argent Winds of Desolation. The attack enhanced by this Charm is not made by the character himself. Instead he forces, through a supreme act of will, another within range of his target to make the attack for him. This attack is made using that character's traits and pools, subject to any penalties or bonuses that character is suffering from. Further more, the attack may be enhanced by any Charms the attacker knows, but their cost is paid by the Sidereal.
It is possible to resist the martial artist's control by winning a contested Essence + Willpower roll. If the subject is able to resist control, then the martial artist can select another subject. He can, however, only make two attempts to find a subject that he can control.
Perfected Imposition of Will</b>
<b>Cost: 20 motes, 2 willpower Duration: One scene Type: Simple Min MA: 7 Min Essence: 7 Prereqs: Jade Emperor's Edict
All was spawned by the will of a maiden
This Charm is sometimes considered a dark art by those who have seen it at work. The ultimate act of domination over another creature is embodied by this Charm. Those who are wounded unto death by a true Master of the Argent Winds of Desolation become his slaves. Any character who takes a mortal wound from the martial artist while this Charm is active does not die. Instead their free will is destroyed and their souls bound in chains of powerful enchantment. They become the master's servants, doing his will as best they can. They retain all knowledge they had before they were defeated including Charms and sorceries and access to their Essence Pools. An unfortunate flaw in this Charm is that if it takes hold of a Celestial Exalted, it will drive out the Exaltation and render them a mere mortal for all time.
There is no known way to undo the effects of this Charm. Doing so would be a task worthy of an entire chronicle.