Difference between revisions of "EpsilonSolarBrawl"

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* Back to [[Charms]]
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#REDIRECT [[SolarBrawl/Epsilon]]
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* Back to [[Epsilon]]
 
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<b><i>Stampeding Elephant Manner</b></i>
 
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<b>Cost:</b> 4 motes \\
 
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<b>Duration:</b> Instant \\
 
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<b>Type:</b> Supplemental \\
 
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<b>Min. Ability:</b> 4 \\
 
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<b>Min Essence:</b> 3 \\
 
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<b>Prereqs:</b> Fists of Iron Technique \\
 
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The Exalt rushes forward, plowing his entire mass into his opponent along with a
 
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blast of concussive Essence. This does not so much go around his opponents
 
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defenses, as through them like the didn't even exist.
 
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The character makes a standard Brawl attack, but does not count extra successes
 
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towards damage. Double the number of successes scored on the attack roll before
 
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applying any defensive methods in use by the opponent (including shields,
 
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parries, dodges, cover, concealment or anything else that could possibly cause
 
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him to miss).
 
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This Charm does not add successes towards any other effect other than hitting an
 
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opponent, and thus is incompatible with any Charm with an effect based on the
 
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number of successes rolled.
 
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<b><i>Sword Breaking Blow</b></i>
 
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<b>Cost:</b> 10 motes, 1 Willpower \\
 
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<b>Duration:</b> Instant \\
 
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<b>Type:</b> Simple \\
 
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<b>Min. Ability:</b> 5 \\
 
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<b>Min Essence:</b> 3 \\
 
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<b>Prereqs:</b> Heaven Thunder Hammer \\
 
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The Exalt who know this Charm realizes that even the best unarmed combatant is
 
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at a disadvantage when compared to a equally skilled armed opponent. The
 
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solution? Take that weapon away, in the most final method possible.
 
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When this Charm is used make a standard Brawl attack. If the opponent Dodges or
 
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blocks with an unarmed technique resolve the attack as normal, however if the
 
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opponent parries the attack with a melee weapon the successes they score are
 
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added to the attackers to determine the success of failure of this technique.
 
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No matter what, this attack does no physical damage to the target as the attack
 
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is aimed at the opponents weapon, not their body. If used against any mortal
 
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weapon the attack succeeds if you score at least three more successes than the
 
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opponents defense, this shatters the weapon with a blast of golden Essence and
 
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focused rage. Against weapon made of the Five Magical Material or other
 
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imperishable material the use must score at least five successes. Doing so
 
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doesn't destroy the weapon, but it does deform and blunt it, rendering it
 
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effectively useless until it can be repaired (requiring an Intelligence + Craft
 
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check at difficulty 4, the repairing character must have at least Occult equal
 
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to the Artifact rating of the weapon to repair it).
 
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<b><i>Unchaining the Tempest</b></i>
 
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<b>Cost:</b> 3 motes \\
 
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<b>Duration:</b> Instant \\
 
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<b>Type:</b> Reflexive \\
 
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<b>Min. Ability:</b> 4 \\
 
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<b>Min Essence:</b> 3 \\
 
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<b>Prereqs:</b> Dragon Coil Technique \\
 
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Even the mightiest Exalt can sometimes fall to sheer weight of numbers. Tackled
 
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from all sides by any number of attackers can drag the most puissant man down.
 
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The Solar with this Charm need not fear this fate. In a flash of Essence and a
 
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resounding boom like a clap of thunder the Solar stands to his feet and flings
 
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anyone who wold seek to hold him down away in streaks of golden light.
 
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When this Charm is activated anyone currently grappling with the Exalt is
 
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instantly throw the Exalt's Strength + Essence in yards away from him. This
 
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effects anyone who is trying to grasp or restrain the character in any way.
 
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Characters sent flying may make a Dexterity + Athletics check (diff 2) to roll
 
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to their feet or otherwise land able to battle. Those flung away by this Charm
 
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take no damage from the blast, but may find themselves in bad positions if they
 
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are near something hazardous.
 
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Normally this Charm is perfect in effect. However if used against exceptional
 
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holds such as certain Charms or special abilities of certain creatures it can
 
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fail. In such circumstances the Storyteller is free to determine a base
 
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difficulty for a Strength + Brawl roll to escape the restriction. For instance,
 
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if the Solar was just wallowed by a behemoth they may find themselves facing a
 
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difficulty of 5 (or more!) to use this Charm to instantly escape. This Charm has
 
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no effect on inanimate objects holding the character (such as chains or cages)
 
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but it does specifically effect any sorcerously animated objects or magical
 
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spells which attempt to bind the character in place (generally you must score
 
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the spells Circle x 2 successes to escape their grip).
 
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== Comments ==
 
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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
 

Latest revision as of 01:15, 6 April 2010

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