Wind-Cutting Blade Style
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Long ago, in the lost epochs of the First Age, Creation was pacified to such a degree that its rulers could contemplate martial endeavors not only as a means of survival, but also of art and spiritual expression. And as they quickly discovered, power rests in both art and enlightenment, waiting to be drawn out. One such Exalt, enraptured by the possibilities of the blade, sought to advance mastery of the sword beyond anything yet known in Creation. In the keening of wind over steel, he beheld a language comprehensible to any, regardless of spiritual station or divine patron. However, the raw expressions of power derived from Exalted mastery of armed battle did not hold the refinements he desired, and the structured lessons of the martial arts were too self-contained, refusing to cohabit with the mastery of technique that is the foundation of all swordsmanship. This long-gone Dawn Caste used his martial genius and the power of his Essence to forge an experimental style that fused the benefits of both melee and martial arts, and named it the Wind-Cutting Blade style. It explored the potential of controlled force and the warrior that ends a fight in one swing. A school of study grew up around the style, and as the First Age rolled on, it proved the first of many.
In the Second Age this sublime wisdom is long lost. The Shogunate condemned the sword schools as Anathema work, and emphasized the role of mortal warriors as foot soldiers, serving below Terrestrial heroes. After the Contagion the schools were largely forgotten, the sword rarely looked to for anything other than its utility as a tool. But somewhere in Creation, that Dawn Caste has been reborn, and his passion for the blade has been rekindled. Is it time for Creation to witness a renaissance of swordsmanship?
Charms of the Wind-Cutting Blade Style are unusual in that they may be used to augment attacks made with either the Martial Arts or Melee Ability, so long as the style's signature weapon is used. All Wind-Cutting Blade Charms may be placed in Combos with Charms of either the Martial Arts or Melee Abilities; however, if used in conjunction with Melee Charms, they are considered Melee Charms for the purpose of the Combo. Thus, under most circumstances, they cannot be placed in Combos containing both Melee Charms and Martial Arts Charms of other styles.
Weapons and Armor: The Charms of this style can be used only with the slashing sword and its artifact equivalent, the reaper daiklave. This martial art is compatible with up to medium armor.
Complementary Abilities: Practitioners of this style must possess at least three dots of Melee, and most find it advantageous to keep their Melee rating at least as high as their Martial Arts.
- Wind-Cutting Blade is a Martial Arts Style developed by hls.
New Keyword: Adaptive
- Charms which are tagged as Adaptive may experience altered performance if learned by a character who knows certain other Charms. The keyword is backwards-adaptable as well: if a character learns an Adaptive Charm and then later learns the Charm it is linked to, the Adaptive Charm gains its enhanced performance as surely as if the character had always known that Charm.
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War and Peace Preparation
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Click Charms:War and Peace Preparation to go this Charm page
Cost: —; Mins: Martial Arts 2, Essence 1; Type: Reflexive
Keywords: Adaptive
Duration: Permanent
Prerequisite Charms: None
Adaptations:
- Characters who know Summoning the Loyal Steel (Exalted, p.192) enjoy two bonus successes on all Join Battle rolls while carrying a slashing blade or storing one Elsewhere through the auspices of that Charm.
- Characters who know Terrestrial Melee Reinforcement (MoEP: Dragon-Blooded, pp.128-129) enjoy a +1 bonus to their Parry DV while fighting with a sheathed weapon, and in the presence of other members of this sword school.
- Characters who know Impressions of Strength (MoEP: Lunars, p.144) add an additional 1B to the damage rating of their sheathed weapon.
- A character who knows the Fateful Melee Excellency (MoEP: Sidereals, p.127) finds wisdom in restraint; he can bank up to five additional dice with an Aim action undertaken with a sheathed weapon, instead of the normal three. The weapon does not have to remain sheathed when the Aimed attack is eventually unleashed.
- Characters who know Void Sheath Technique (MoEP: Abyssals, p.129) impose a -1 external penalty on the Join Battle rolls of all opponents while carrying a slashing blade or storing one Elsewhere through the auspices of that Charm.
Mountain Strikes the Breeze Technique
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Click Charms:Mountain Strikes the Breeze Technique to go this Charm page
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Adaptive
Duration: Instant
Prerequisite Charms: War and Peace Preparation
Adaptations:
- Characters who know Bulwark Stance (Exalted, p.193) may pay an extra 3 motes upon activation of this Charm to treat its Duration as "Until Next Action."
- Characters who know Blinding Spark Distraction (MoEP: Dragon-Blooded, pp.155-156) infuse their parry with elemental Essence, causing the attacker's weapon to become difficult to wield (uncomfortably warm, wet and slick, icy-cold to the touch, etc). Their next action suffers a -1 external penalty. This only applies to attacks made with non-natural weapons.
- Characters who know Tearing Claw Atemi (MoEP: Lunars, p.145) force opponents to roll Stamina + Resistance to avoid knockdown upon a successful parry.
- Characters who have learned Impeding the Flow (MoEP: Sidereals, p.155) reduce the Rate of the offending weapon by 1 upon a successful parry, potentially cutting intended flurries short.
- Characters who know Broken Toys Riposte (MoEP: Abyssals, p.130) raise the DV penalty imposed by this Charm to -2.
Wind-Cutting Blade Form
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Click Charms:Wind-Cutting Blade Form to go this Charm page
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Mountain Strikes the Breeze Technique
Steel-Shattering Gale Technique
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Click Charms:Steel-Shattering Gale Technique to go this Charm page
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-basic, Adaptive, Counterattack
Duration: Instant
Prerequisite Charms: Wind-Cutting Blade Form
Adaptations:
- Characters who know Dipping Swallow Defense (Exalted, pp.192-193) reduce the DV penalty imposed by invocation of the Charm by 1.
- Characters who know Ringing Anvil Onslaught (MoEP: Dragon-Blooded, p.156) may opt to pay only 3m upon invocation of this Charm. This variant will disarm rather than breaking the target weapon, sending it flying (Martial Arts x 2) yards away.
- Characters who know Wasp Sting Blur (MoEP: Lunars, p.154) may reflexively sheath their weapon after invocation of this Charm.
- A character who knows Perfection of the Visionary Warrior (MoEP: Sidereals, p.127) does not simply break weapons—they explode under the fateful stroke of his blade. The resultant shower of sharp-edged fragments inflicts (Essence) dice of lethal damage on the attacker, which may be soaked normally.
- Characters who know Elegant Flowing Deflection (MoEP: Abyssals, p.130) may add their current wound penalties in extra dice to the Charm's attack roll.
Wind Through Walls Attack
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Click Charms:Wind Through Walls Attack to go this Charm page
Cost: 3m; Mins: Martial Arts 5, Essence 2; Type: Simple (Speed 4)
Keywords: Combo-OK, Adaptive
Duration: Instant
Prerequisite Charms: Wind-Cutting Blade Form
Adaptations:
- If the raw damage of a character who knows Hungry Tiger Technique (Exalted, p.190) exceeds the full soak of his target, then he may pay one additional mote to ignore soak altogether with this Charm.
- Characters who know Threshing Floor Technique (MoEP: Dragon-Blooded, p.156) knock the target's armor askew on a successful use of this Charm, lowering its soak and hardness values by 2 until the target uses a Miscellaneous action to readjust his armor. This benefit only applies if the target is wearing armor.
- Characters who know Shell-Crushing Atemi (MoEP: Lunars, p.145) tear ragged rents into their opponent's armor with their strike, pushing shredded bits of metal or cured leather into the wound. They add half their Martial arts or Melee, whichever is lower, to their attack's raw damage. This benefit only applies if the target is wearing armor.
- A character who knows Harmony of Blows (MoEP: Sidereals, p.155) adds his (Essence + Martial Arts or Melee, whichever is lower) to his raw, pre-soak damage against targets who are not wearing any armor at all.
- A swordsman who knows Savage Shade Style (MoEP: Abyssals, p.127) may pay 2 extra motes to lower a target's DVs by the swordsman's Essence when he strikes.
The Wind Screams
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Click Charms:The Wind Screams to go this Charm page
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 3, DV -0)
Keywords: Combo-basic, Obvious, Adaptive
Duration: Instant
Prerequisite Charms: Steel-Shattering Gale Technique
Adaptations:
- Characters who know Iron Raptor Technique (Exalted, p.192) can focus the sword's sonic wail into a cutting blade, blurring out to strike targets up to (the lower of Melee or Martial Arts x 3) yards away. This attack is unblockable.
- Characters who know Dragon-Graced Weapon (MoEP: Dragon-Blooded, p.155) convert their sword's sonic wail into an element appropriate to their Exaltation, creating an explosive burst of wind, flame, toxic pollen, etc. This inflicts (Essence) dice of additional lethal damage on a successful hit, which must be soaked separately.
- Characters who know Lightning Stroke Attack (MoEP: Lunars, p.154) strike so quickly, and from such an unexpected angle that the target is forced to make a reflexive Perception + Awareness roll against a difficulty of half the attacking character's Essence. If they fail this roll, the attack is considered unexpected.
- Characters who know Meditation on War (MoEP: Sidereals, p.156) strike with unerring accuracy, not at where their target is, but where he will be. While this attack may be stopped, it cannot be avoided; it becomes undodgeable.
- Characters who know Ravening Mouth of Melee (MoEP: Abyssals, p.122) produce a terrible, ghostly wail when they strike. Compare the attack roll to both physical DVs and Dodge MDV. If the attack exceeds the target's Dodge MDV, it strikes terrible fear into him, imposing a -1 external penalty to all actions for the rest of the scene and rendering the attack unblockable. This effect has the Emotion keyword, and is a form of unnatural mental influence that takes 1 Willpower to resist.
Tempered Victory Proposition
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Click Charms:Tempered Victory Proposition to go this Charm page
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Adaptive
Duration: Instant
Prerequisite Charms: Wind Through Walls Attack
Adaptations:
- Characters who know Solar Counterattack (Exalted, p.194) may, if the initial counterattack succeeds, pay 2 motes and incur an additional -1 DV penalty to make an immediate second counterattack with their sheath. This counterattack does not enjoy any special dice-pool boosts; it does, however, inflict onslaught penalty.
- Characters who know Portentous Comet Deflecting Mode (MoEP: Dragon-Blooded, p.129) learn to trap their opponent's weapon with their sheath, lowering their DVs by 1 against the resultant counterattack.
- Characters who know Frenzied Bear Fortification (MoEP: Lunars, p.160) reduce any damage taken from an attack this Charm is invoked in response to by 1L or 2B.
- Characters who know Orchestration of Mirrored Fates (MoEP: Sidereals, p.155) are able to transcend space with their reprisals. The character may invoke Tempered Victory Proposition even against ranged attacks, the sympathetic Essence of his attack splitting open opponents though the steel of his blade touches them not. Using the Charm in such a manner renders its effects Obvious.
- Characters who know Vengeful Riposte (MoEP: Abyssals, p.130) target the opponent's striking limb with their counterattack. If the counterattack inflicts any damage, the target suffers a Crippling effect that imposes a -1 external penalty to all attacks made with that limb for the rest of the scene.
The Blade Breathes
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Click Charms:The Blade Breathes to go this Charm page
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 4)
Keywords: Combo-OK, Obvious, Adaptive
Duration: Instant
Prerequisite Charms: The Wind Screams, Tempered Victory Proposition
Adaptations:
- Characters who know Fire and Stones Strike (Exalted, p.190) ignore armor when invoking this Charm.
- Characters who know Ghost-Fire Blade (MoEP: Dragon-Blooded, p.156) may inflict damage or take Essence from elementally-aspected, dematerialized opponents, as the character desires.
- Characters who know Might-Bolstering Blow (MoEP: Lunars, p.158) may dissolve an immaterial target slain with this Charm into a number of motes of Essence equal to the target's total health levels, which are then added to the character's pool.
- Characters who know Serenity in Blood (MoEP: Sidereals, p.155) may drain Essence in addition to doing damage when attacking immaterial targets.
- Characters who know Artful Maiming Onslaught (MoEP: Abyssals, p.129) cripple their target's soul when they strike. The target gains no Essence or Willpower back from the next (attacker's Essence) stunts he successfully performs.
Truth Drives the Hurricane
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Click Charms:Truth Drives the Hurricane to go this Charm page
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple (Speed 4)
Keywords: Combo-OK, Adaptive, Obvious
Duration: Instant
Prerequisite Charms: The Blade Breathes
Adaptations:
- Characters who know Blazing Solar Bolt (Exalted, p.192) add the Holy keyword to this Charm when facing creatures of darkness. They may reflexively spend additional motes to convert post-soak damage dice into automatic successes, at a rate of 2 motes per die against such creatures. The character may only convert a maximum of his Essence in dice in this manner.
- Characters who know Refining the Inner Blade (MoEP: Dragon-Blooded, pp.128-129) enjoy the Elemental Keyword, with a manifestation appropriate to the character's Aspect. Air produces a potent gust that induces automatic knockback, sending the target flying (damage inflicted x 2) yards. Earth sends a shock of elemental Essence through the target, rooting his feet into the ground until his DV has refreshed twice. Fire injects the target with searing Essence, imposing an internal penalty equal to the damage inflicted on the target's next action. Water finds weaknesses in the target's armor, lowering the armor's effective Soak by 3. Wood finds revitalization in destruction, and regains one mote of Essence for every level of damage inflicted.
- Characters who know Ferocious Biting Tooth (MoEP: Lunars, p.142) enjoy a free reroll on this Charm's damage when employing it against the Fair Folk; they may use the better of two results.
- A character who knows Smiling at the Damned (MoEP: Sidereals, p.156) who attacks a creature outside Fate and inflicts more damage in one strike than his target's Stamina may opt not to inflict damage at all, instead banishing his target back to a random point in Malfeas, the Underworld, the Wyld, or whatever other native domain is appropriate. If the target meets the above criteria but is actually native to Creation and simply using some artificial means to appear outside of Fate (such as Charms or artifacts), the Charm simply inflicts damage as normal.
- Characters who know Ebon Lightning Prana (MoEP: Abyssals, p.129) tear away bits of a target's soul with their strike. If their attack inflicts a number of levels of damage greater than the target's Essence, the target loses one dot of permanent Essence. Targets reduced to 0 Essence die instantly.
