Difference between revisions of "SolarBrawl/Quendalon"
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= Solar Brawl Charms by Quendalon = | = Solar Brawl Charms by Quendalon = |
Latest revision as of 02:14, 9 June 2010
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- Back to Charms/Quendalon]]
Solar Brawl Charms by Quendalon
Lightning Fist Technique
Cost: 1 mote Duration: Instant Type: Supplemental Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charms: None
The character infuses her hands with Essence, allowing her to strike swiftly and precisely. She adds her Essence in dice to a single Brawl attack. This cannot give her more dice than her normal Brawl + Dexterity dice pool.
Eagle Claw Method
Cost: 4 motes Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Lightning Fist Technique
Essence swirls around the character’s hands as she seizes something from her opponent’s grasp. When she attempts to disarm an opponent, she adds a number of automatic successes equal to her Essence rating to her attack roll and to the contested Strength roll. If she succeeds in disarming her opponent, she may automatically take hold of the disarmed item instead of knocking it away.
Tortoise-Cracking Cudgel Fist
Cost: 3 motes Duration: Instant Type: Supplemental Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Heaven Thunder Hammer
The character concentrates Essence around her fist as she strikes, sending a shockwave of force through her target. An unarmed attack enhanced with this Charm is considered to be piercing; it halves the target’s armor soak. In addition, the attack ignores the target’s Hardness rating entirely.
Furious Kraken Embrace
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Dragon Coil Technique
The character accepts an attack in order to lay hands upon an enemy. Immediately after an opponent completes a hand-to-hand attack against her, after damage is determined, the character may use this Charm to make an immediate counterattack. This is a clinch attempt at her full Dexterity + Brawl dice pool, with additional dice equal to the attacker’s extra successes. If the original attack inflicted damage, the character applies the wound penalty to her counterattack. This Charm may not be used if the character attempted to dodge the attack.
A character may use this Charm as many times per turn as she can afford to pay the cost. However, she cannot use it more than once per attack, nor in response to another counterattack Charm.