Difference between revisions of "DragonBloodedBrawl/Ambisinister"
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<b>Minimum Brawl:</b> 3 | <b>Minimum Brawl:</b> 3 | ||
<b>Minimum Essence:</b> 3 | <b>Minimum Essence:</b> 3 | ||
− | <b>Prerequisite Charms::</b> | + | <b>Prerequisite Charms::</b> To be announced upon the return of my DB book |
− | The more agitated the sea becomes, the greater the devastation it can inflict. This is also true for those who draw their strength from Elemental Dragon of Water. These Exalts can channel the weakness caused by the disruption of their flesh into ferocious blows and crushing holds. The Terrestrial who supplements his attack with this charm increases his pre-soak damage by twice his currently wound penalty. Any given attack can only supplemented once by this charm. | + | The more agitated the sea becomes, the greater the devastation it can inflict. This is also true for those who draw their strength from Elemental Dragon of Water. These Exalts can channel the weakness caused by the disruption of their flesh into ferocious blows and crushing holds. The Terrestrial who supplements his attack with this charm increases his pre-soak damage by twice his currently wound penalty. Any given attack can only supplemented once by this charm. Only brawl strikes and clinch constrictions can be supplemented by this charm. |
<b><i>Crashing Waterfall Drop</b></i> | <b><i>Crashing Waterfall Drop</b></i> | ||
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<b>Minimum Brawl:</b> 4 | <b>Minimum Brawl:</b> 4 | ||
<b>Minimum Essence:</b> 3 | <b>Minimum Essence:</b> 3 | ||
− | <b>Prerequisite Charms::</b> | + | <b>Prerequisite Charms::</b> To be announced upon the return of my DB book |
− | The Dragon Blood who masters this technique is capable of dashing his foes to the earth with the crushing strength of a waterfall. This charm can only supplement a throw manuever. Instead of hurling his opponent away from him, the Exalt slams him to the ground at his feet automatically knocking him prone. Double the damage of the attack after soak but before rolling. | + | The Dragon Blood who masters this technique is capable of dashing his foes to the earth with the crushing strength of a waterfall. This charm can only supplement a throw manuever. Instead of hurling his opponent away from him, the Exalt slams him to the ground at his feet automatically knocking him prone. Double the damage of the attack after soak but before rolling. |
<b><i>Roaring Rapids Onslaught</b></i> | <b><i>Roaring Rapids Onslaught</b></i> | ||
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<b>Prerequisite Charms::</b> Crashing Waterfall Drop | <b>Prerequisite Charms::</b> Crashing Waterfall Drop | ||
− | Those who fall to the mercy of a raging river are battered repeatedly against the stones of its bed and left disoriented or drowned. So too is the fate of those who fall into the arms of the Terrestrial master of this Charm. This charm may only be activated if the Exalt is currently controling a clinch but before he has chosen to hold, constrict, etc. The Dragon Blood immediately slams his opponent into the ground, stunning him. Calculate damage as if it were a constriction attempt. This damage is not modified by clinch aids. The Exalt and his opponent immediately make another clinch control roll. If the Terrestrial wins, he immediately slams his foe again. In the event of a tie or if the opponent wins the charm ends. For each successive slam, increase the damage by one. The number of slams granted by this charm cannot exceed the Exalt's Brawl rating. The last attack granted by this charm may be a throw instead of a body slam. Crashing Waterfall Drop can be used to supplement the slams granted by this charm if they are placed in a combo. | + | Those who fall to the mercy of a raging river are battered repeatedly against the stones of its bed and left disoriented or drowned. So too is the fate of those who fall into the arms of the Terrestrial master of this Charm. This charm may only be activated if the Exalt is currently controling a clinch but before he has chosen to hold, constrict, etc. The Dragon Blood immediately slams his opponent into the ground, stunning him. Calculate damage as if it were a constriction attempt. This damage is not modified by clinch aids. The Exalt and his opponent immediately make another clinch control roll. If the Terrestrial wins, he immediately slams his foe again. In the event of a tie or if the opponent wins the charm ends. For each successive slam, increase the damage by one. The number of slams granted by this charm cannot exceed the Exalt's Brawl rating. The last attack granted by this charm may be a throw instead of a body slam. Crashing Waterfall Drop can be used to supplement the slams granted by this charm if they are placed in a combo. Normal combo rules regarding activation and cost apply. |
=== Comments === | === Comments === | ||
− | I really, really like your charms. However, I think the cost for Crashing Waterfall Drop shouldn't include the willpower. There aren't many Dragon-Blood damage increasers, but taking a cue from Ebony Spur Technique, I think that dropping it is more than reasonable. It's a min 4/3 charm, compared to 3/2. Damage doubling is post-soak as opposed to a pre-soak 1m/2d basis. As a brawler, you don't do much damage against real opponents without other charms, making post-soak damage-double less than awe-inspiring. Lastly, it looks like this was really meant to be comboed with Roaring Rapids Onslaught. The willpower cost is terribly unreasonable when it comes to this, as one would end up spending 6 willpower at the end of it all. When a supplemental charm is comboed with an extra actions charm, you have to use the extra actions to its full extent and use the supplemental charm with every action. Thanks! | + | I really, really like your charms. However, I think the cost for Crashing Waterfall Drop shouldn't include the willpower. There aren't many Dragon-Blood damage increasers, but taking a cue from Ebony Spur Technique, I think that dropping it is more than reasonable. It's a min 4/3 charm, compared to 3/2. Damage doubling is post-soak as opposed to a pre-soak 1m/2d basis. As a brawler, you don't do much damage against real opponents without other charms, making post-soak damage-double less than awe-inspiring. Lastly, it looks like this was really meant to be comboed with Roaring Rapids Onslaught. The willpower cost is terribly unreasonable when it comes to this, as one would end up spending 6 willpower at the end of it all. When a supplemental charm is comboed with an extra actions charm, you have to use the extra actions to its full extent and use the supplemental charm with every action. Thanks! BlackAndWhite. |
Revision as of 05:18, 7 November 2005
Embroiled Ocean's Might</b>
<b>Cost: 1 mote Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 3 Prerequisite Charms:: To be announced upon the return of my DB book
The more agitated the sea becomes, the greater the devastation it can inflict. This is also true for those who draw their strength from Elemental Dragon of Water. These Exalts can channel the weakness caused by the disruption of their flesh into ferocious blows and crushing holds. The Terrestrial who supplements his attack with this charm increases his pre-soak damage by twice his currently wound penalty. Any given attack can only supplemented once by this charm. Only brawl strikes and clinch constrictions can be supplemented by this charm.
Crashing Waterfall Drop</b>
<b>Cost: 3 motes, 1 willpower Duration: Instant Type: Supplemental Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms:: To be announced upon the return of my DB book
The Dragon Blood who masters this technique is capable of dashing his foes to the earth with the crushing strength of a waterfall. This charm can only supplement a throw manuever. Instead of hurling his opponent away from him, the Exalt slams him to the ground at his feet automatically knocking him prone. Double the damage of the attack after soak but before rolling.
Roaring Rapids Onslaught</b>
<b>Cost: 5 motes Duration: Instant Type: Extra Action Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms:: Crashing Waterfall Drop
Those who fall to the mercy of a raging river are battered repeatedly against the stones of its bed and left disoriented or drowned. So too is the fate of those who fall into the arms of the Terrestrial master of this Charm. This charm may only be activated if the Exalt is currently controling a clinch but before he has chosen to hold, constrict, etc. The Dragon Blood immediately slams his opponent into the ground, stunning him. Calculate damage as if it were a constriction attempt. This damage is not modified by clinch aids. The Exalt and his opponent immediately make another clinch control roll. If the Terrestrial wins, he immediately slams his foe again. In the event of a tie or if the opponent wins the charm ends. For each successive slam, increase the damage by one. The number of slams granted by this charm cannot exceed the Exalt's Brawl rating. The last attack granted by this charm may be a throw instead of a body slam. Crashing Waterfall Drop can be used to supplement the slams granted by this charm if they are placed in a combo. Normal combo rules regarding activation and cost apply.
Comments
I really, really like your charms. However, I think the cost for Crashing Waterfall Drop shouldn't include the willpower. There aren't many Dragon-Blood damage increasers, but taking a cue from Ebony Spur Technique, I think that dropping it is more than reasonable. It's a min 4/3 charm, compared to 3/2. Damage doubling is post-soak as opposed to a pre-soak 1m/2d basis. As a brawler, you don't do much damage against real opponents without other charms, making post-soak damage-double less than awe-inspiring. Lastly, it looks like this was really meant to be comboed with Roaring Rapids Onslaught. The willpower cost is terribly unreasonable when it comes to this, as one would end up spending 6 willpower at the end of it all. When a supplemental charm is comboed with an extra actions charm, you have to use the extra actions to its full extent and use the supplemental charm with every action. Thanks! BlackAndWhite.