MartialArts/ThunderGodStyle
Signature Weapons
The signature weapon for this style is the fighting gauntlet, or its artifact equivalent, the smashfist.
Charms
Rumble of Thunder Battlecry
Cost: 3m Duration: Instant Type: Simple Keywords: Obvious, Combo-Basic Minima: 1/2 Prerequisites: None
One of the first lessons of Thunder God Style is this: If you yell loud enough, people will do what you want them to. The Exalt fills their lungs with Essence, expelling it in a flare of light and sound that conveys the displeasure and rage of a demigod to their opponent. When this charm is activated, the caster rolls (Charisma+Presence) at a difficulty of the target's Valor. For every success past threshold on the roll, two dice (or one dot from static values) are subtracted from the target's pools for a number of actions equal to the caster's Essence.
Roar of Elemental Fury
Cost: 5m Duration: Instant Type: Simple Keywords: Obvious, Combo-Basic Minima: 3/3 Prerequisites: Rumble of Thunder Battlecry
The Exalt unleashes their will to fight and destroy in a wave of Essence-soaked sound that overwhelms all in its path. This charm allows the caster to make a Martial Arts-based attack with a 90-degree arc of effect (Presencex5) yards long. It deals bashing damage equal to the caster's (Higher of Presence and Resistance+Essence), and also deals dice of stunning damage equal to half the caster's Presence.
Booming Thunderclap Strike
Cost: 1m per level Duration: Instant Type: Reflexive (Step Keywords: Obvious, Combo-OK Minima: 3/2 Prerequisites: None
Students of Thunder God style learn very quickly the value of shock tactics. In multiple senses. This charm enhances a Martial Arts attack. For every 1m spent, one health level of damage inflicted is converted to stunning damage, up to the caster's Strength in levels.
Fist of the Storm
Cost: 7m, 1w Duration: One Scene, or until dismissed Type: Simple Keywords: Obvious Minima: 3/3 Prerequisites: Booming Thunderclap Strike
The Exalt calls forth the power of the storm in its purest form, wreathing their fists in crackling lightning or accompanying their blows with deafening thunderclaps. For one scene, they may add (Essence+Presence) dice to the pre-soak damage of all their attacks.
Thunder God Form
Cost: 10m, 1w Duration: One Scene Type: Simple Keywords: Form, Obvious Minima: 4/3 Prerequisites: Fist of the Storm, Roar of Elemental Fury
The character who can express Thunder God Style in all its brutal simplicity wields fearsome power over the elements and over her own body. When this form is activated, the character is surrounded by a blazing aura of lightning that imposes (Essence) lethal damage every tick on anyone within its radius, and can be extended out to her Essence in yards. In addition, for every attack she adds her Presence in dice to pre-soak damage. Finally, all bashing damage inflicted by the character counts as lethal.
Earth To Sky Leap
Cost: 6m Duration: Instant Type: Supplemental Keywords: Combo-OK, Obvious Minima: 4/3 Prerequisites: Thunder God Form
Like the first lightning strike, an instant before the second, that actually leaps from the ground to the clouds, the character can propel themselves skywards with incredible force. They may spend 6m to multiply the distance of a vertical jump by their (Essence x 10).
Heaven's Revenge Strike
Cost: 4m Duration: Instant Type: Reflexive Keywords: Combo-OK, Obvious Minima: 4/3 Prerequisites: Earth to Sky Leap
Like a lightning bolt, the master of this technique can fall from incredible heights with the force of a shooting star, but without the splattering that usually follows. This Charm can be activated whenever the character is falling more than their Essence in yards. It automatically transfers up to the character's (Martial Arts+Essence) in levels of damage from the fall to one character or object within (Essence) yards. If the user is Essence 5 or greater, they may spend two motes to change the formula to up to (Martial ArtsxEssence) levels of damage. This damage may be soaked normally. If the user succeeds on a reflexive (Dexterity+Martial Arts) roll at a -1 external penalty for every 50 yards between them and the target vertically, the charm no longer counts as Obvious as long as no more than the user's (Charisma+highest of Athletics, Martial Arts & Resistance+Essence) levels of damage were transferred.
Song Of The Rain Evocation
Cost: 7m (5m), 1w Duration: One Scene Type: Simple Keywords: Emotion, Combo-OK Minima: 4/3 Prerequisites: Thunder God Form
The practitioner of Thunder God Style must eventually experience both being the storm and being in the storm. This stance channels the desperation and loneliness and overwhelming sense of futility that comes from being alone in the rain. For the rest of the scene, whenever the caster of this charm makes a Martial Arts attack against an opponent that is not completely dodged or parried, the opponent must take a Conviction check at a difficulty of the caster's Presence, even if they take no damage. If they fail, they immediately fall to their knees in tears, overwhelmed by a sense of futility and grief. For the remainder of the scene, they suffer a -3 penalty to all actions. They will not move from the spot of their collapse unless their life is in danger, and will probably weep uncontrollably. This charm has no effect on automatons, Fair Folk, or other beings with no relevant emotions. Subtract two motes from this Charm's activation cost if it is raining. Characters may spend 1w to ignore this penalty for (Conviction) actions. After they have ignored it for 3 actions, they overcome the unnatural mental influence and the penalty is no longer effective.
Strike Like The Lightning
Cost: 2m per action + 2w Duration: Instant Type: Supplementary Keywords: Combo-OK, Obvious Minima: 5/4 Prerequisites: Thunder God Form
The lightning strikes almost too fast for the eye to follow. In the same way, those who have mastered this Charm can strike with blinding speed. This Charm supplements an attack flurry. For 2 motes per action and 2 temporary Willpower, the caster eliminates all multiple action penalties and adds a number of bonus dice to each attack equal to the penalty applied to the first action (to a maximum of the caster's Essence).