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− | * Back to [[Charms]]
| + | #REDIRECT [[SolarBrawlEpsilonSolarBrawl/Epsilon]] |
− | * Back to [[Epsilon]]
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− | ----
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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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− | ----
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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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− | ----
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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
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