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		<id>http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=SolarMelee%2FTerk</id>
		<title>SolarMelee/Terk - Revision history</title>
		<link rel="self" type="application/atom+xml" href="http://exalted.xi.co.nz/w/index.php?action=history&amp;feed=atom&amp;title=SolarMelee%2FTerk"/>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;action=history"/>
		<updated>2026-06-09T14:27:08Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
		<generator>MediaWiki 1.29.0</generator>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39122&amp;oldid=prev</id>
		<title>Terk: replied and updated Tiger's Dazing Claw*</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39122&amp;oldid=prev"/>
				<updated>2006-03-04T07:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;replied and updated Tiger&amp;#039;s Dazing Claw*&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''Tiger's Dazing Claw'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Cost:  5 motes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Duration:  Special&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Type:  Supplemental&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Minimum Melee:  4&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Minimum Essence:  2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;bull; Prerequisite Charms:  Hungry Tiger Technique&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it.  The character can use any weapon but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work.  If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score.  If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3).  If the roll fails, the victim has a difficulty to all actions equal to half the Exalt's Essence, rounded up for the Exalt's Melee in rounds.  This charm is explicitly allowed in combos, despite it's non-instantaneous duration.&lt;br /&gt;
&lt;br /&gt;
=== Comments ===&lt;br /&gt;
&lt;br /&gt;
Saw your post over at the Freedom Stone forums, and as I'm too lazy to sign up for a forum account, I came here to respond.  Really?  This is a brawl charm.  It's stealing brawl's schtick of inflicting stunning penalties, and you even allow the attack to be made unarmed.  Melee can NEVER be used unarmed.  It's the ability's only weakness, especially for Solars.  Melee can use melee weapons, brawling aids, and martial arts weapons, but it &amp;lt;i&amp;gt;cannot&amp;lt;/i&amp;gt; be used unarmed, even with a charm.  Well.  Maybe a Sidereal charm.  They dodge with performance, after all.  Anyway, beyond the fact that it is a brawl charm, it's terribly overpowered.  Super-terribly overpowered.  Completely taking away dice actions for two rounds?  On a somewhat uncommon Attribute+Ability roll?  That's nuts.  That's a 'save or die' scenario for almost anyone.  And if the roll succeeds, the effect is worthless.  A -1 penalty for him, and a -2 penalty for everything else you're doing that round due to split action penalties.  Take away the insane primary effect, and the secondary is only useful when combo'd to a counterattack charm.&lt;br /&gt;
&lt;br /&gt;
All that said, the idea isn't bad, it just needs to be far more limited.  If it's going to be a melee charm, you need to take out the ability to use an unarmed strike.  Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act.  Inflicting a penalty, not a bad idea.  I'd limit it though, and give the flavor more finesse.  Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending?  Make it hit for more than just -1, perhaps -Ess for the turn?  Then, it becomes a tactical maneuver that could be devastating without being utterly broken.  As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on.  Unless the other guy is a combat twink, he wouldn't have a prayer. -- [[Ketrus]]&lt;br /&gt;
:The reasoning I had for this charm, which WILL be made more limited so you cannot use it unarmed, is to give something akin to Artful Maiming Onslaught.  The effects of that charm are permanent unless a powerful charm or hearthstone is used to regrow the lost appendage.  This one is for much smaller durations, with a strong effect.  I think I shall also revise what specific actions will be affected, or if there's just a die penalty or whatnot.  Personally, though, I thought it was rather balanced compared to AMO. I am thankful for the feedback, though.  If you have any more tips, I'm open to them. I have messed with the charm some.  What do you think?~ [[Terk]]&lt;/div&gt;</summary>
		<author><name>Terk</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39124&amp;oldid=prev</id>
		<title>Terk: revised Tiger's Dazing Claw*</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39124&amp;oldid=prev"/>
				<updated>2006-03-04T07:30:19Z</updated>
		
		<summary type="html">&lt;p&gt;revised Tiger&amp;#039;s Dazing Claw*&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:30, 4 March 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;amp;bull; Prerequisite Charms:&amp;#160; Hungry Tiger Technique&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;amp;bull; Prerequisite Charms:&amp;#160; Hungry Tiger Technique&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it.&amp;#160; The character can use any weapon&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, including being unarmed, &lt;/del&gt;but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work.&amp;#160; If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score.&amp;#160; If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3).&amp;#160; If the roll fails, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attacker loses &lt;/del&gt;all actions &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;for &lt;/del&gt;half the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;character&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;melee score in turns&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;except for reflexive charm based actions.&amp;#160; On a botch, the victim cannot act for the character's full melee score in rounds, and is knocked prone for this duration.&amp;#160; This charm is explicitly allowed to be in combos despite its non-instantaneous duration, and it is also allowed to be in combos of other abilities&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it.&amp;#160; The character can use any weapon but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work.&amp;#160; If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score.&amp;#160; If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3).&amp;#160; If the roll fails, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;victim has a difficulty to &lt;/ins&gt;all actions &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;equal to &lt;/ins&gt;half the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Exalt&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Essence&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rounded up&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot; &gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All that said, the idea isn't bad, it just needs to be far more limited.&amp;#160; If it's going to be a melee charm, you need to take out the ability to use an unarmed strike.&amp;#160; Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act.&amp;#160; Inflicting a penalty, not a bad idea.&amp;#160; I'd limit it though, and give the flavor more finesse.&amp;#160; Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending?&amp;#160; Make it hit for more than just -1, perhaps -Ess for the turn?&amp;#160; Then, it becomes a tactical maneuver that could be devastating without being utterly broken.&amp;#160; As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on.&amp;#160; Unless the other guy is a combat twink, he wouldn't have a prayer. -- [[Ketrus]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All that said, the idea isn't bad, it just needs to be far more limited.&amp;#160; If it's going to be a melee charm, you need to take out the ability to use an unarmed strike.&amp;#160; Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act.&amp;#160; Inflicting a penalty, not a bad idea.&amp;#160; I'd limit it though, and give the flavor more finesse.&amp;#160; Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending?&amp;#160; Make it hit for more than just -1, perhaps -Ess for the turn?&amp;#160; Then, it becomes a tactical maneuver that could be devastating without being utterly broken.&amp;#160; As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on.&amp;#160; Unless the other guy is a combat twink, he wouldn't have a prayer. -- [[Ketrus]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:The reasoning I had for this charm, which WILL be made more limited so you cannot use it unarmed, is to give something akin to Artful Maiming Onslaught.&amp;#160; The effects of that charm are permanent unless a powerful charm or hearthstone is used to regrow the lost appendage.&amp;#160; This one is for much smaller durations, with a strong effect.&amp;#160; I think I shall also revise what specific actions will be affected, or if there's just a die penalty or whatnot.&amp;#160; Personally, though, I thought it was rather balanced compared to AMO. I am thankful for the feedback, though.&amp;#160; If you have any more tips, I'm open to them. ~ [[Terk]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Terk</name></author>	</entry>

	<entry>
		<id>http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39123&amp;oldid=prev</id>
		<title>Adsl-70-233-233-8.dsl.okcyok.sbcglobal.net: *</title>
		<link rel="alternate" type="text/html" href="http://exalted.xi.co.nz/w/index.php?title=SolarMelee/Terk&amp;diff=39123&amp;oldid=prev"/>
				<updated>2006-03-03T21:24:54Z</updated>
		
		<summary type="html">&lt;p&gt;*&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 21:24, 3 March 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi' lang='en'&gt;(One intermediate revision by the same user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l7&quot; &gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;amp;bull; Prerequisite Charms:&amp;#160; Hungry Tiger Technique&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;amp;bull; Prerequisite Charms:&amp;#160; Hungry Tiger Technique&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it.&amp;#160; The character can use any weapon but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work.&amp;#160; If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score.&amp;#160; If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3).&amp;#160; If the roll fails, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;victim has a difficulty to &lt;/del&gt;all actions &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;equal to &lt;/del&gt;half the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Exalt&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Essence&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rounded up &lt;/del&gt;for the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Exalt&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Melee &lt;/del&gt;in rounds.&amp;#160; This charm is explicitly allowed in combos&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;despite &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it's &lt;/del&gt;non-instantaneous duration.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it.&amp;#160; The character can use any weapon&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, including being unarmed, &lt;/ins&gt;but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work.&amp;#160; If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score.&amp;#160; If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3).&amp;#160; If the roll fails, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;attacker loses &lt;/ins&gt;all actions &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;for &lt;/ins&gt;half the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;character&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;melee score in turns, except for reflexive charm based actions.&amp;#160; On a botch&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the victim cannot act &lt;/ins&gt;for the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;character&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;full melee score &lt;/ins&gt;in rounds&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and is knocked prone for this duration&lt;/ins&gt;.&amp;#160; This charm is explicitly allowed &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to be &lt;/ins&gt;in combos despite &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;its &lt;/ins&gt;non-instantaneous duration&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, and it is also allowed to be in combos of other abilities&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Comments ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l14&quot; &gt;Line 14:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 14:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All that said, the idea isn't bad, it just needs to be far more limited.&amp;#160; If it's going to be a melee charm, you need to take out the ability to use an unarmed strike.&amp;#160; Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act.&amp;#160; Inflicting a penalty, not a bad idea.&amp;#160; I'd limit it though, and give the flavor more finesse.&amp;#160; Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending?&amp;#160; Make it hit for more than just -1, perhaps -Ess for the turn?&amp;#160; Then, it becomes a tactical maneuver that could be devastating without being utterly broken.&amp;#160; As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on.&amp;#160; Unless the other guy is a combat twink, he wouldn't have a prayer. -- [[Ketrus]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All that said, the idea isn't bad, it just needs to be far more limited.&amp;#160; If it's going to be a melee charm, you need to take out the ability to use an unarmed strike.&amp;#160; Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act.&amp;#160; Inflicting a penalty, not a bad idea.&amp;#160; I'd limit it though, and give the flavor more finesse.&amp;#160; Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending?&amp;#160; Make it hit for more than just -1, perhaps -Ess for the turn?&amp;#160; Then, it becomes a tactical maneuver that could be devastating without being utterly broken.&amp;#160; As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on.&amp;#160; Unless the other guy is a combat twink, he wouldn't have a prayer. -- [[Ketrus]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:The reasoning I had for this charm, which WILL be made more limited so you cannot use it unarmed, is to give something akin to Artful Maiming Onslaught.&amp;#160; The effects of that charm are permanent unless a powerful charm or hearthstone is used to regrow the lost appendage.&amp;#160; This one is for much smaller durations, with a strong effect.&amp;#160; I think I shall also revise what specific actions will be affected, or if there's just a die penalty or whatnot.&amp;#160; Personally, though, I thought it was rather balanced compared to AMO. I am thankful for the feedback, though.&amp;#160; If you have any more tips, I'm open to them. I have messed with the charm some.&amp;#160; What do you think?~ [[Terk]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Adsl-70-233-233-8.dsl.okcyok.sbcglobal.net</name></author>	</entry>

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