Difference between revisions of "SolarBrawl/TheMyriadOfShades"
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<B>Cost:</B> 8 motes, 1 Willpower | <B>Cost:</B> 8 motes, 1 Willpower | ||
− | <B>Duration:</B> Scene | + | <B>Duration::</B> Scene |
− | <B>Type:</B> Reflexive | + | <B>Type::</B> Reflexive |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 3 | + | <B>Min. Ess.::</B> 3 |
<B>Prereq::</B> Thunderclap Rush Attack | <B>Prereq::</B> Thunderclap Rush Attack | ||
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<B>Cost:</B> 4 motes | <B>Cost:</B> 4 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Supplemental | + | <B>Type::</B> Supplemental |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 3 | + | <B>Min. Ess.::</B> 3 |
− | <B>Prereq:</B> Cautious Butterfly Approach | + | <B>Prereq::</B> Cautious Butterfly Approach |
A slow opponent is no match for a Solar whose fists flash as quickly as the first beam of the dawn. The less prepared the victim, the more accurately the Solar can plant his fist. The Solar must go before his opponent's initiative-- a Brawl attack supplemented with this Charm gains of number of dice equal to the difference in intiative between the Solar and his target. | A slow opponent is no match for a Solar whose fists flash as quickly as the first beam of the dawn. The less prepared the victim, the more accurately the Solar can plant his fist. The Solar must go before his opponent's initiative-- a Brawl attack supplemented with this Charm gains of number of dice equal to the difference in intiative between the Solar and his target. | ||
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<B>Cost:</B> 6 motes | <B>Cost:</B> 6 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Reflexive | + | <B>Type::</B> Reflexive |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 3 | + | <B>Min. Ess.::</B> 3 |
− | <B>Prereq:</B> Cautious Butterfly Approach | + | <B>Prereq::</B> Cautious Butterfly Approach |
− | The sun burns what dares fly too close. The Solar's speed is such that he can counterattack before an opponent has finished attacking, catching him severely off guard. The Solar makes a Brawl counterattack. Note the number of successes, unreduced by dodges or parries, on the opponent's original attack. This is the base difficulty of any parry or dodge attempts to evade the Solar's counterattack. A perfect attack yields a perfect counterattack | + | The sun burns what dares fly too close. The Solar's speed is such that he can counterattack before an opponent has finished attacking, catching him severely off guard. The Solar makes a Brawl counterattack. Note the number of successes, unreduced by dodges or parries, on the opponent's original attack. This is the base difficulty of any parry or dodge attempts to evade the Solar's counterattack. A perfect attack yields a perfect counterattack. |
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<B>Cost:</B> 8 motes | <B>Cost:</B> 8 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Supplemental | + | <B>Type::</B> Supplemental |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 4 | + | <B>Min. Ess.::</B> 4 |
− | <B>Prereq:</B> Shockwave Technique, Fists of Iron | + | <B>Prereq::</B> Shockwave Technique, Fists of Iron |
− | The Solar strikes with the force of a hundred lesser men | + | The Solar strikes with the force of a hundred lesser men. The Solar multiplies his extra attack successes by his Essence (plus one in a Combo with Ferocious Jab) for the purposes of determining damage. Unlike Ferocious Jab, this Charm must be invoked before the attack is rolled. |
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<B>Cost:</B> 3 motes | <B>Cost:</B> 3 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Supplemental | + | <B>Type::</B> Supplemental |
− | <B>Min. Brawl:</B> 4 | + | <B>Min. Brawl::</B> 4 |
− | <B>Min. Ess.:</B> 2 | + | <B>Min. Ess.::</B> 2 |
− | <B>Prereq:</B> Fists of Iron | + | <B>Prereq::</B> Fists of Iron |
If the Solar's fists can crack skulls and shatter armor, then his kicks can surely snap spines and batter down walls. The character makes a kick attack (the only applicable weapons for this Charm are the Iron Boot and God-Kicking Boot, and other specifically foot-based brawling aids) and doubles his base damage. | If the Solar's fists can crack skulls and shatter armor, then his kicks can surely snap spines and batter down walls. The character makes a kick attack (the only applicable weapons for this Charm are the Iron Boot and God-Kicking Boot, and other specifically foot-based brawling aids) and doubles his base damage. | ||
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<B>Cost:</B> 5 motes | <B>Cost:</B> 5 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Reflexive | + | <B>Type::</B> Reflexive |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 3 | + | <B>Min. Ess.::</B> 3 |
− | <B>Prereq:</B> Fierce Crane Kick | + | <B>Prereq::</B> Fierce Crane Kick |
Mortal fighters kick their opponents while they're down not only because it's damaging, but because it's a good opportunity. The Solar applies these principles, capitalizing both on an opponent's moment of weakness and the power that a marraige of the Exalted's own weight and an essence-fueled burst of strength can provide. | Mortal fighters kick their opponents while they're down not only because it's damaging, but because it's a good opportunity. The Solar applies these principles, capitalizing both on an opponent's moment of weakness and the power that a marraige of the Exalted's own weight and an essence-fueled burst of strength can provide. | ||
The Solar may reflexively attack a prone opponent with a kick. He can only target a given victim once a turn, and the attack cannot be enhanced by Charms with a Duration of Instant. He triples the base damage of the kick. | The Solar may reflexively attack a prone opponent with a kick. He can only target a given victim once a turn, and the attack cannot be enhanced by Charms with a Duration of Instant. He triples the base damage of the kick. | ||
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<B>Cost:</B> 6 motes | <B>Cost:</B> 6 motes | ||
− | <B>Duration:</B> Scene | + | <B>Duration::</B> Scene |
− | <B>Type:</B> Simple | + | <B>Type::</B> Simple |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 4 | + | <B>Min. Ess.::</B> 4 |
− | <B>Prereq:</B> Fists of Iron, Heaven Thunder Hammer | + | <B>Prereq::</B> Fists of Iron, Heaven Thunder Hammer |
− | The Solar floods his muscles with essence, and every one of his strikes carries the force of a mountain behind it. He does lethal damage even when unarmed. Targets always roll to avoid knockdown on a successful hit, and the roll is at a +(character's Essence) difficulty penalty. This Charm does not, on its own, ever inflict knockback | + | The Solar floods his muscles with essence, and every one of his strikes carries the force of a mountain behind it. He does lethal damage even when unarmed. Targets always roll to avoid knockdown on a successful hit, and the roll is at a +(character's Essence) difficulty penalty. This Charm does not, on its own, ever inflict knockback. |
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<B>Cost:</B> 10 motes | <B>Cost:</B> 10 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Reflexive | + | <B>Type::</B> Reflexive |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 5 | + | <B>Min. Ess.::</B> 5 |
− | <B>Prereq:</B> Swinging Boulder Concentration, Thunderclap Rush Attack | + | <B>Prereq::</B> Swinging Boulder Concentration, Thunderclap Rush Attack |
− | The best defense is a strong offense, and an experienced Solar's speed and brutality is such that an uncautious attacker finds himself defeated before he can attack. When attacked with a hand-to-hand attack, the Solar may make an unblockable counterattack that is resolved before the original attack. The counterattack does damage | + | The best defense is a strong offense, and an experienced Solar's speed and brutality is such that an uncautious attacker finds himself defeated before he can attack. When attacked with a hand-to-hand attack, the Solar may make an unblockable counterattack that is resolved before the original attack. The counterattack does no damage, but on a successful hit, the attacker is knocked prone and loses his entire action, including the original attack. |
− | This Charm must be invoked before the attacker rolls his attack, and cannot be used in response to another counterattack | + | This Charm must be invoked before the attacker rolls his attack, and cannot be used in response to another counterattack Charm. Victims of this Charm with the ability to stand reflexively (via Effortlessly Rising Flame or a similar effect) may do so-- in this case, they still lose their original attack but not any other reserved actions. |
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<B>Cost:</B> 4 motes | <B>Cost:</B> 4 motes | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Reflexive | + | <B>Type::</B> Reflexive |
− | <B>Min. Brawl:</B> 4 | + | <B>Min. Brawl::</B> 4 |
− | <B>Min. Ess.:</B> 2 | + | <B>Min. Ess.::</B> 2 |
− | <B>Prereq:</B> Fists of Iron Technique | + | <B>Prereq::</B> Fists of Iron Technique |
Those who weild weapons have many advantages over those who use their fists. They use the increased length and leverage of their attacks to force back their opponents. By understanding these principles, a Solar can learn to take advantage of this leverage on the other end of the weapon, easily turning aside the wide, predictable arc of the tip of a weapon. | Those who weild weapons have many advantages over those who use their fists. They use the increased length and leverage of their attacks to force back their opponents. By understanding these principles, a Solar can learn to take advantage of this leverage on the other end of the weapon, easily turning aside the wide, predictable arc of the tip of a weapon. | ||
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<I><B>Staff-Entangling Advance</I></B> | <I><B>Staff-Entangling Advance</I></B> | ||
− | <B>Cost:</B> | + | <B>Cost:</B> 3 motes |
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Supplemental | + | <B>Type::</B> Supplemental |
− | <B>Min. Brawl:</B> 4 | + | <B>Min. Brawl::</B> 4 |
− | <B>Min. Ess.:</B> 2 | + | <B>Min. Ess.::</B> 2 |
− | <B>Prereq:</B> Spear-Turning Advantage | + | <B>Prereq::</B> Spear-Turning Advantage |
− | As the Solar further masters his own direct control of his attacks, he learns to take advantage of the weaknesses created by the inferior indirect control an armed opponent has over his weapon, easily adapting an attack to the movements of | + | As the Solar further masters his own direct control of his attacks, he learns to take advantage of the weaknesses created by the inferior indirect control an armed opponent has over his weapon, easily adapting an attack to the movements of his opponent's weapon. |
− | This Charm must be used barehanded-- no brawling aids are allowed. | + | This Charm must be used barehanded-- no brawling aids are allowed. The Solar attacks as normal-- the defender's weapon's defense bonus instead acts as a defense <I>penalty</I>. |
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<B>Cost:</B> 1 mote, 1 Willpower | <B>Cost:</B> 1 mote, 1 Willpower | ||
− | <B>Duration:</B> Instant | + | <B>Duration::</B> Instant |
− | <B>Type:</B> Supplemental | + | <B>Type::</B> Supplemental |
− | <B>Min. Brawl:</B> 5 | + | <B>Min. Brawl::</B> 5 |
− | <B>Min. Ess.:</B> 3 | + | <B>Min. Ess.::</B> 3 |
− | <B>Prereq:</B> Staff-Entangling Advantage | + | <B>Prereq::</B> Staff-Entangling Advantage |
The Solar waits for the perfect moment to arrive, when the weight of an opponent's weapon prevents him from truly having control over it, to exploit the compartive clumsiness of an armed foe compared to his superior subtlety of control. | The Solar waits for the perfect moment to arrive, when the weight of an opponent's weapon prevents him from truly having control over it, to exploit the compartive clumsiness of an armed foe compared to his superior subtlety of control. | ||
− | This Charm must be used barehanded-- no brawling aids are allowed. The Solar makes a disarming attack at a difficulty of 1. If the attack hits, the opponent is disarmed without the need for a Wits+(weapon ability) roll | + | This Charm must be used barehanded-- no brawling aids are allowed. The Solar makes a disarming attack at a difficulty of 1. If the attack hits, the opponent is disarmed without the need for a Wits+(weapon ability) roll. |
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In Cautious Butterfly Approach, you state, "The Solar adds his Dexterity to his intiative." I am confused because I thought the character's dexterity would already be included in the initiative. That is, initiative was 1d10 + (the character's dexterity + wits + weapon speed). Do you perhaps mean to double the character's dexterity for the purposes of determining his/her initiative score? Good charms. I really love Savage Gorilla Fist. ~ Andrew02 | In Cautious Butterfly Approach, you state, "The Solar adds his Dexterity to his intiative." I am confused because I thought the character's dexterity would already be included in the initiative. That is, initiative was 1d10 + (the character's dexterity + wits + weapon speed). Do you perhaps mean to double the character's dexterity for the purposes of determining his/her initiative score? Good charms. I really love Savage Gorilla Fist. ~ Andrew02 | ||
− | Yes, I meant to add the character's Dexterity again to his initiative. I wanted a larger number than Essence (at least at the typical Trait 5, Essence 3 level people will buy the Charm at) but a smaller one than the Brawl+Essence that was elsewhere. And it didn't make a ton of sense to add Brawl to initiative-- this isn't MA, and the skill isn't arbitrarily used to determine everything. A Snake Stylist is faster because of his l33t MA prowess-- a brawler is faster because, well, he's faster on his feet. Thanks for the comment. - | + | Yes, I meant to add the character's Dexterity again to his initiative. I wanted a larger number than Essence (at least at the typical Trait 5, Essence 3 level people will buy the Charm at) but a smaller one than the Brawl+Essence that was elsewhere. And it didn't make a ton of sense to add Brawl to initiative-- this isn't MA, and the skill isn't arbitrarily used to determine everything. A Snake Stylist is faster because of his l33t MA prowess-- a brawler is faster because, well, he's faster on his feet. Thanks for the comment. - TheMyriadOfShades |
I love your charms. I like Reign of the Fist, but it should probably cost a mote more or so. Staff Entangling Advance is really, really sweet. I think it might bee worthwhile to have Swinging Boulder Concentration have some explicit rules on knockback, particularly with Heaven Thunder Hammer. ~Andrew02 | I love your charms. I like Reign of the Fist, but it should probably cost a mote more or so. Staff Entangling Advance is really, really sweet. I think it might bee worthwhile to have Swinging Boulder Concentration have some explicit rules on knockback, particularly with Heaven Thunder Hammer. ~Andrew02 | ||
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Revision as of 06:45, 3 March 2005
Cautious Butterfly Approach</I>
Cost: 8 motes, 1 Willpower Duration:: Scene Type:: Reflexive Min. Brawl:: 5 Min. Ess.:: 3 Prereq:: Thunderclap Rush Attack
A wrestler knows not to give an opponent with a longer reach the advantage of distance, and a boxer knows never to let a grappler tie him down in one place. Internalizing these principles, the Solar becomes fiendishly quick on his feet, baffling his opponents with his ability to dart in and out.
The Solar adds his Dexterity to his intiative. The Solar may reflexively move his Brawl+Essence in yards towards his opponent when he makes an attack-- this has no effect on his normal movement action, which he may use as normal.
Similarly, he may reflexively move his Brawl+Essence in yards away from an opponent in response to an attack. This adds the character's Essence in dice to all dodges, but these dice cannot be used to dodge independently of a pre-existing dodge. To continue attacking the character if he moves out of range, the attacker must have available movement to follow him.
<I>Furious Wasp Sting</I>
Cost: 4 motes Duration:: Instant Type:: Supplemental Min. Brawl:: 5 Min. Ess.:: 3 Prereq:: Cautious Butterfly Approach
A slow opponent is no match for a Solar whose fists flash as quickly as the first beam of the dawn. The less prepared the victim, the more accurately the Solar can plant his fist. The Solar must go before his opponent's initiative-- a Brawl attack supplemented with this Charm gains of number of dice equal to the difference in intiative between the Solar and his target.
There is no evading the strike of the fastest Solars, for the blow lands long before anyone notices it has been launched, though there may not be the full force behind it yet. If this Charm is comboed with Thunderclap Rush Attack, it adds no dice, but the attack becomes perfect, as per Accuracy Without Distance.
<I>Vengeful Monkey Uppercut</I>
Cost: 6 motes Duration:: Instant Type:: Reflexive Min. Brawl:: 5 Min. Ess.:: 3 Prereq:: Cautious Butterfly Approach
The sun burns what dares fly too close. The Solar's speed is such that he can counterattack before an opponent has finished attacking, catching him severely off guard. The Solar makes a Brawl counterattack. Note the number of successes, unreduced by dodges or parries, on the opponent's original attack. This is the base difficulty of any parry or dodge attempts to evade the Solar's counterattack. A perfect attack yields a perfect counterattack.
<I>Savage Gorilla Fist</I>
Cost: 8 motes Duration:: Instant Type:: Supplemental Min. Brawl:: 5 Min. Ess.:: 4 Prereq:: Shockwave Technique, Fists of Iron
The Solar strikes with the force of a hundred lesser men. The Solar multiplies his extra attack successes by his Essence (plus one in a Combo with Ferocious Jab) for the purposes of determining damage. Unlike Ferocious Jab, this Charm must be invoked before the attack is rolled.
<I>Fierce Crane Kick</I>
Cost: 3 motes Duration:: Instant Type:: Supplemental Min. Brawl:: 4 Min. Ess.:: 2 Prereq:: Fists of Iron
If the Solar's fists can crack skulls and shatter armor, then his kicks can surely snap spines and batter down walls. The character makes a kick attack (the only applicable weapons for this Charm are the Iron Boot and God-Kicking Boot, and other specifically foot-based brawling aids) and doubles his base damage.
<I>Sudden Elephant Drop</I>
Cost: 5 motes Duration:: Instant Type:: Reflexive Min. Brawl:: 5 Min. Ess.:: 3 Prereq:: Fierce Crane Kick
Mortal fighters kick their opponents while they're down not only because it's damaging, but because it's a good opportunity. The Solar applies these principles, capitalizing both on an opponent's moment of weakness and the power that a marraige of the Exalted's own weight and an essence-fueled burst of strength can provide.
The Solar may reflexively attack a prone opponent with a kick. He can only target a given victim once a turn, and the attack cannot be enhanced by Charms with a Duration of Instant. He triples the base damage of the kick.
<I>Swinging Boulder Concentration</I>
Cost: 6 motes Duration:: Scene Type:: Simple Min. Brawl:: 5 Min. Ess.:: 4 Prereq:: Fists of Iron, Heaven Thunder Hammer
The Solar floods his muscles with essence, and every one of his strikes carries the force of a mountain behind it. He does lethal damage even when unarmed. Targets always roll to avoid knockdown on a successful hit, and the roll is at a +(character's Essence) difficulty penalty. This Charm does not, on its own, ever inflict knockback.
<I>Unexpected Landslide</I>
Cost: 10 motes Duration:: Instant Type:: Reflexive Min. Brawl:: 5 Min. Ess.:: 5 Prereq:: Swinging Boulder Concentration, Thunderclap Rush Attack
The best defense is a strong offense, and an experienced Solar's speed and brutality is such that an uncautious attacker finds himself defeated before he can attack. When attacked with a hand-to-hand attack, the Solar may make an unblockable counterattack that is resolved before the original attack. The counterattack does no damage, but on a successful hit, the attacker is knocked prone and loses his entire action, including the original attack.
This Charm must be invoked before the attacker rolls his attack, and cannot be used in response to another counterattack Charm. Victims of this Charm with the ability to stand reflexively (via Effortlessly Rising Flame or a similar effect) may do so-- in this case, they still lose their original attack but not any other reserved actions.
<I>Spear-Turning Advantage</I>
Cost: 4 motes Duration:: Instant Type:: Reflexive Min. Brawl:: 4 Min. Ess.:: 2 Prereq:: Fists of Iron Technique
Those who weild weapons have many advantages over those who use their fists. They use the increased length and leverage of their attacks to force back their opponents. By understanding these principles, a Solar can learn to take advantage of this leverage on the other end of the weapon, easily turning aside the wide, predictable arc of the tip of a weapon.
This Charm must be used barehanded-- no brawling aids are allowed. The Solar may parry a lethal attack barehanded. He adds a number of dice to the parry equal to twice the speed rating of an opponent's weapon (this assumes classic Exalted-- in Power Combat, just the Speed rating should do). This may build a pool from zero. This Charm has no effect on attacks made with weapons with a Speed of 0 or less.
<I>Staff-Entangling Advance</I>
Cost: 3 motes Duration:: Instant Type:: Supplemental Min. Brawl:: 4 Min. Ess.:: 2 Prereq:: Spear-Turning Advantage
As the Solar further masters his own direct control of his attacks, he learns to take advantage of the weaknesses created by the inferior indirect control an armed opponent has over his weapon, easily adapting an attack to the movements of his opponent's weapon.
This Charm must be used barehanded-- no brawling aids are allowed. The Solar attacks as normal-- the defender's weapon's defense bonus instead acts as a defense <I>penalty.
Reign of the Fist</I>
Cost: 1 mote, 1 Willpower Duration:: Instant Type:: Supplemental Min. Brawl:: 5 Min. Ess.:: 3 Prereq:: Staff-Entangling Advantage
The Solar waits for the perfect moment to arrive, when the weight of an opponent's weapon prevents him from truly having control over it, to exploit the compartive clumsiness of an armed foe compared to his superior subtlety of control.
This Charm must be used barehanded-- no brawling aids are allowed. The Solar makes a disarming attack at a difficulty of 1. If the attack hits, the opponent is disarmed without the need for a Wits+(weapon ability) roll.
Comments
In Cautious Butterfly Approach, you state, "The Solar adds his Dexterity to his intiative." I am confused because I thought the character's dexterity would already be included in the initiative. That is, initiative was 1d10 + (the character's dexterity + wits + weapon speed). Do you perhaps mean to double the character's dexterity for the purposes of determining his/her initiative score? Good charms. I really love Savage Gorilla Fist. ~ Andrew02
Yes, I meant to add the character's Dexterity again to his initiative. I wanted a larger number than Essence (at least at the typical Trait 5, Essence 3 level people will buy the Charm at) but a smaller one than the Brawl+Essence that was elsewhere. And it didn't make a ton of sense to add Brawl to initiative-- this isn't MA, and the skill isn't arbitrarily used to determine everything. A Snake Stylist is faster because of his l33t MA prowess-- a brawler is faster because, well, he's faster on his feet. Thanks for the comment. - TheMyriadOfShades
I love your charms. I like Reign of the Fist, but it should probably cost a mote more or so. Staff Entangling Advance is really, really sweet. I think it might bee worthwhile to have Swinging Boulder Concentration have some explicit rules on knockback, particularly with Heaven Thunder Hammer. ~Andrew02