Difference between revisions of "SolarBrawl/Epsilon"

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Stampeding Elephant Manner</b>

 <b>Cost: 4 motes
 Duration: Instant
 Type: Supplemental
 Min. Ability: 4
 Min Essence: 3
 Prereqs: Fists of Iron Technique

The Exalt rushes forward, plowing his entire mass into his opponent along with a blast of concussive Essence. This does not so much go around his opponents defenses, as through them like the didn't even exist.

The character makes a standard Brawl attack, but does not count extra successes towards damage. Double the number of successes scored on the attack roll before applying any defensive methods in use by the opponent (including shields, parries, dodges, cover, concealment or anything else that could possibly cause him to miss).

This Charm does not add successes towards any other effect other than hitting an opponent, and thus is incompatible with any Charm with an effect based on the number of successes rolled.

Sword Breaking Blow</b>

 <b>Cost: 10 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Min. Ability: 5
 Min Essence: 3
 Prereqs: Heaven Thunder Hammer

The Exalt who know this Charm realizes that even the best unarmed combatant is at a disadvantage when compared to a equally skilled armed opponent. The solution? Take that weapon away, in the most final method possible.

When this Charm is used make a standard Brawl attack. If the opponent Dodges or blocks with an unarmed technique resolve the attack as normal, however if the opponent parries the attack with a melee weapon the successes they score are added to the attackers to determine the success of failure of this technique.

No matter what, this attack does no physical damage to the target as the attack is aimed at the opponents weapon, not their body. If used against any mortal weapon the attack succeeds if you score at least three more successes than the opponents defense, this shatters the weapon with a blast of golden Essence and focused rage. Against weapon made of the Five Magical Material or other imperishable material the use must score at least five successes. Doing so doesn't destroy the weapon, but it does deform and blunt it, rendering it effectively useless until it can be repaired (requiring an Intelligence + Craft check at difficulty of the weapons Artifact rating, the repairing character must have at least Occult equal to the Artifact rating of the weapon to repair it).

Unchaining the Tempest</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min. Ability: 4
 Min Essence: 3
 Prereqs: Dragon Coil Technique

Even the mightiest Exalt can sometimes fall to sheer weight of numbers. Tackled from all sides by any number of attackers can drag the most puissant man down. The Solar with this Charm need not fear this fate. In a flash of Essence and a resounding boom like a clap of thunder the Solar stands to his feet and flings anyone who wold seek to hold him down away in streaks of golden light.

When this Charm is activated anyone currently grappling with the Exalt is instantly throw the Exalt's Strength + Essence in yards away from him. This effects anyone who is trying to grasp or restrain the character in any way. Characters sent flying may make a Dexterity + Athletics check (diff 2) to roll to their feet or otherwise land able to battle. Those flung away by this Charm take no damage from the blast, but may find themselves in bad positions if they are near something hazardous.

Normally this Charm is perfect in effect. However if used against exceptional holds such as certain Charms or special abilities of certain creatures it can fail. In such circumstances the Storyteller is free to determine a base difficulty for a Strength + Brawl roll to escape the restriction. For instance, if the Solar was just swallowed by a behemoth they may find themselves facing a difficulty of 5 (or more!) to use this Charm to instantly escape. This Charm has no effect on inanimate objects holding the character (such as chains or cages) but it does specifically effect any sorcerously animated objects or magical spells which attempt to bind the character in place (generally you must score the spells Circle x 2 successes to escape their grip).

Flashing Sunbeam Feint</b>

 <b>Cost: 1+ motes
 Duration: Instant
 Type: Supplemental
 Min. Brawl: 4
 Min Essence: 1
 Prereqs: Thunderclap Rush Attack

The Exalt's fist flashes forward, beocming nothing more than a blur of golden essence almost impossible to follow. Defending against this attack is nearly impossible. For every mote spent, the difficulty of the first defense roll applied against the attack is increased by 1 (effectively subtracting one success from the opponent first defense roll). The Exalt may spend no more motes on this Charm then his Dexterity score.

Majesty in Brutality Mandate</b>

 <b>Cost: 3 motes, 1 Willpower
 Duration: Instant
 Type: Supplemental
 Min. Brawl: 5
 Min Essence: 2
 Prereqs: Flashing Sunbeam Feint

Using this Charm the Solar channels the pure might of his divine mandate into a single blow. Any attack supplemented by this Charm wich overcomes the opponents defense strikes as if all the successes on the attack roll counted, with none being subtracted due to the opponents various defensive measures. This Charm is not a perfect effect. If the Solar is reduced to zero successes on his attack roll by the opponent's defenses, the attack will fail to strike. Yet if even one success is left over after all defenses have been applied, the character strikes with the full power of his attack.



Comments

On Sword Breaking Blow I'd probably go with the artifact rating for the repair difficulty, instead of a flat 4. Feels a little more appropriate. -EndlessChase

Sounds right. I'll do that. - Epsilon