Difference between revisions of "SecondBranch"

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(sent your charms where they belong.)
 
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=== Flowing Hand Blocks ===
 
*Cost: 3 motes
 
*Duration: Instant
 
*Type: Reflexive
 
*Minimum Brawl: 3
 
*Minimum Essence: 2
 
*Prerequisites: Blade Deflecting Palm
 
  
His hands weaving in and out of the battle like a winding brook makes its way through a thick forest, the brawler using this charm is capable of parrying many blows. When an opponent declares multiple actions, this charm can be activated to offer a cascading parry. This charm must be reactivated to work against another opponent.
 
 
=== Enmity of Hand and Sword ===
 
*Cost: 1 mote (Increased cost to 3 motes)
 
*Duration: Essence in Turns
 
*Type: Reflexive
 
*Minimum Brawl: 3
 
*Minimum Essence: 1
 
*Prerequisites: Blade-Deflecting Palm
 
 
Swelling and receeding like the unpredictable waves on a tormented ocean surface, an exalt using Enmity of Hand and Sword makes battle very difficult, especially for an enemy wielding a weapon. Subtract one die from his own attack pool and three from an opponent using a weapon.
 
 
=== Ringing the Blade ===
 
*Cost: 3 motes
 
*Duration: Instant
 
*Type: Reflexive
 
*Minimum Brawl: 4
 
*Minimum Essence: 2
 
*Prerequisites: Flowing Hand Blocks, Enmity of Hand And Sword
 
 
The Dragon-Blooded using this charm makes an oncoming attack feel like a bellyflop. After a successful parry using this charm, the attacker recieves a die penalty equal to any additional successes from that parry to any non-charm physical action until their next turn.
 
 
=== Hidden Spring Erupts ===
 
*Cost: 3 motes
 
*Duration: Instant
 
*Type: Reflexive
 
*Minimum Brawl: 4
 
*Minimum Essence: 3
 
*Prerequisites: Ringing the Blade
 
 
The water in an aquifer bides its time, waiting to be tapped. When finally, the stone guarding it is cracked, it bursts forth from beneath, spewing out onto the land. When an opponent lands an attack that causes at least one health level of lethal damage, the Exalt who knows Hidden Spring Erupts may reflexively spend motes to send gushing water exploding out onto the foe. The foe is then sent flying away. The distance he is sent is equal to the exalts Stamina + 12 in yards. This is similar to a leaping dodge, only the attacker is cast away, not the defender.
 
 
=== Tidal Bore Weapon Release ===
 
*Cost: 5 motes + 1 Willpower
 
*Duration: Instant
 
*Type: Supplemental
 
*Minimum Brawl: 5
 
*Minimum Essence: 3
 
*Prerequisites: Ringing the Blade, Flow Past Defenses
 
 
Water washes away all things. Like a tidal wave against the shore, this charm acts to remove an opponent's equipment through sheer force. In an attempt to disarm, the Player adds essence to a normal attack roll. The opponent rolls nothing besides any parry or dodge attempt he may have. If the equipment is artifact, then add its rating to the difficulty of the attack.
 
 
=== Hand-Over-Sword Mastery ===
 
*Cost: 3 motes
 
*Duration: Instant
 
*Type: Reflexive
 
*Minimum Brawl: 5
 
*Minimum Essence: 3
 
*Prerequisites: Hidded Spring Erupts, Geyser Strike
 
 
The pebble is thrown into the lake, the lake splashes back, ripples and remains. An attacker will surely receive retaliation when facing an opponent with Hand-Over-Sword Master. When the Water Aspect is attacked and parries with a brawl action successfully, he may reflexively use this charm to make his own attack.
 
 
=== Lighten The Load ===
 
*Cost: 8 motes, 1 Willpower
 
*Duration: Instant
 
*Type: Extra Actions
 
*Minimum Brawl: 6
 
*Minimum Essence: 5
 
*Prerequisites: Hand-Over-Sword Mastery, Tidal Bore Weapon Release, Many Arms of the Brawler
 
 
Being a master of both his watery essence and of neutralizing his opponent's equipment, the brawler may attempt a complete disarm. This attack not only involves the skill of quickly removing equipment, but also involves briefly making the opponents body fluid and pliable. The opponent recieves one dodge or parry attempt to this charm, which applies to all of its actions. After this, the Exalt using Lighten the Load rolls Dexterity + Brawl individually for each piece of pertinent equipment (weapon, armor, shield, etc.). Each attack is pitted against the one defensive maneuver plus any applicapble artifact rating.
 
 
Back to BlackAndWhite
 
 
Back to DragonBloodedBrawl/BlackAndWhite
 

Latest revision as of 01:57, 8 November 2005