Difference between revisions of "SolarBrawl/Haren"

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= Solar Brawl Charms =
 
= Solar Brawl Charms =
 
by [[haren]]
 
by [[haren]]
*Back to [[SolarBrawl]]
+
*Back to SolarBrawl
 
*Back to [[Charms/Haren|/Haren]]
 
*Back to [[Charms/Haren|/Haren]]
 
----<b><i>Crashing Lightning's Might</b></i>
 
----<b><i>Crashing Lightning's Might</b></i>
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  <b>Prereqs:</b> Knockout Blow, Heaven Thunder Hammer
 
  <b>Prereqs:</b> Knockout Blow, Heaven Thunder Hammer
 
It is well known to the Dawn Caste that to "divide and conquer" is a most honorable and traditional of practices. With this Charm, a Solar brawler may do so. They make a normal attack. Should it strike, the opponent must make a Stamina + Resistance roll at a difficulty of the Solar's Essence. If they they fail, they are knocked out and skyward in the direction of the strike. If they are successful, roll damage as normal. This attack always does bashing and never causes more damage than to knock out the opponent. The opponent launched will land half a mile away for each Permanent Essence of the brawler. They will land without suffering severe damage, just knocked out for the time.
 
It is well known to the Dawn Caste that to "divide and conquer" is a most honorable and traditional of practices. With this Charm, a Solar brawler may do so. They make a normal attack. Should it strike, the opponent must make a Stamina + Resistance roll at a difficulty of the Solar's Essence. If they they fail, they are knocked out and skyward in the direction of the strike. If they are successful, roll damage as normal. This attack always does bashing and never causes more damage than to knock out the opponent. The opponent launched will land half a mile away for each Permanent Essence of the brawler. They will land without suffering severe damage, just knocked out for the time.
----<b><i>Dancing with Wind-blown Leaves</b></i>
 
<b>Cost:</b> 6 motes, 1 willpower
 
<b>Duration:</b> Instant
 
<b>Type:</b> Supplemental
 
<b>Min. Brawl:</b> 5
 
<b>Min. Essence:</b> 4
 
<b>Prereqs:</b> Heaven Thunder Hammer
 
Among the more martial inclined among the Solars, there is a technique that inspires fear that is used. It is said that they may knock an opponent to and fro, so that they are always moving into the Solar's next blow. Should such a blow land, the Solar may move his opponent his Brawl in yards in any direction away from him (including upward). Second, his next attack in the same turn on the same opponent is considered undodgable. Lastly, no matter how far the opponent may move from the Solar, the Solar may always travel alongside him, preparing for the next blow in his flurry of attacks.
 
 
= Comments =
 
= Comments =

Revision as of 11:10, 17 May 2004

Solar Brawl Charms

by haren

  • Back to SolarBrawl
  • Back to /Haren

Crashing Lightning's Might</b>
<b>Cost: 5 motes
Duration: One Scene
Type: Reflexive
Min. Brawl: 4
Min. Essence: 2
Prereqs: Fists of Iron Technique, Heaven Thunder Hammer

A wise Solar sees that balance is best in all things, but achieving such balance can be difficult, especially in battle. Many choose either strength or speed over the other. A skillful Solar with this Charm can offset a lack of great speed and control with their strength. The Solar can use their Strength instead of Dexterity for all Brawl attack and parry rolls while this Charm is in effect.


Merciful Wing-Granting Uppercut</b>
<b>Cost: 8 motes, 1 willpower
Duration: Instant
Type: Simple
Min. Brawl: 5
Min. Essence: 4
Prereqs: Knockout Blow, Heaven Thunder Hammer

It is well known to the Dawn Caste that to "divide and conquer" is a most honorable and traditional of practices. With this Charm, a Solar brawler may do so. They make a normal attack. Should it strike, the opponent must make a Stamina + Resistance roll at a difficulty of the Solar's Essence. If they they fail, they are knocked out and skyward in the direction of the strike. If they are successful, roll damage as normal. This attack always does bashing and never causes more damage than to knock out the opponent. The opponent launched will land half a mile away for each Permanent Essence of the brawler. They will land without suffering severe damage, just knocked out for the time.

Comments