Difference between revisions of "EwindaleMoss/THICSolarBrawl"
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Cost: 10m, 2 willpower, 1 HL<BR> | Cost: 10m, 2 willpower, 1 HL<BR> | ||
Prerequisites: Fury of The Lawgiver<BR> | Prerequisites: Fury of The Lawgiver<BR> | ||
− | Description: Rage in its purest form is distilled in the heart of the Solar and its power invigorates them. For the duration of their Rage, the Solar will take no penalties for health levels, nor penalties inflicted by | + | Description: Rage in its purest form is distilled in the heart of the Solar and its power invigorates them. For the duration of their Rage, the Solar will take no penalties for health levels, nor penalties inflicted by [[RecoilEwindaleMoss/THICSolarBrawl/Feint]]. The same goes for penalties induced by magical pain. Only penalties because of limited senses or magical restraints stay in effect as the Solar attacks with complete disregard for their well being. Further, they gain a number of bonus dice equivalent to the number of health levels they have taken in damage for the duration of the fight. These dice are only applied to attacking rolls, not to parrying or dodging.<BR> |
<BR> | <BR> | ||
Scattered Light Strike<BR> | Scattered Light Strike<BR> |
Revision as of 08:06, 5 April 2010
THIC Custom Content Disclaimer: These charms probably won't work well with your system until you are using the full (unfinished) custom ruleset for THIC. Keep in mind when reading these that all Exalts start at Essence 2, there are no longer combos or caps on charm usages per turn. This makes fountains of Essence common when dealing with hot-headed Exalts (who often subsequently die thereafter). These are also still in heavy play-testing for balance issues. This is as much to give myself a backup of work as it is to share with everyone else.
Solar Brawl Charms
Unrelenting Golden Grip
Minimum Brawl: 3
Minimum Essence: 2
Duration: Instant
Type: Supplemental
Cost: 3m
Prerequisites: Solar Brawl Excellency
Description: Those who recklessly wade into battle in the name of The Unconquered Sun grip their opponents tightly and refuse to let them flee the light of justice. Unrelenting Golden Grip allows the Solar to double their successes for the purposes of keeping a target locked in a clinch.
Soul-Shattering Smash
Minimum Brawl: 5
Minimum Essence: 2
Duration: Instant
Type: Supplemental
Cost: 5m
Prerequisites: Unrelenting Golden Grip
Description: As the Solar throws their opponent or drives them into the surface of Creation, the very being of the target is shaken. The target of a throw augmented by this charm must roll a Valor check in order to not flee in terror at the first opportunity. Exalted targets who fail this Valor check also lost a number of Temporary Willpower in dice equal to the health levels of damage done to them.
Inescapable Grasp of The Sun
Minimum Brawl: 5
Minimum Essence: 3
Duration: Instant
Type: Simple Action
Cost: 10m, 1 willpower
Prerequisites: Soul-Shattering Smash
Description: The piercing rays of the Sun penetrate where they please and no one may escape their grasp. This charm allows the Solar to make a successful clinch attack at a distance equal to (10 x Essence) in feet away. The light of The Unconquered Sun bursts from their hands, wraps around the target, and jerks them into the Lawgiver's grasp. Only charms may be used to counter this charm, defender always having priority.
Righteous Rage
Minimum Brawl: 3
Minimum Essence: 2
Duration: Rage Duration
Type: Supplemental
Cost: 3m, 1 willpower
Prerequisites: Solar Brawl Excellency
Description: When a Solar Exalted enters a state of uncontrollable rage, they are truly one of the most fearsome things to ever walk Creation. For 3 motes and a point of temporary Willpower, the Solar may enter Rage as normal. However, they gain an additional number of dots to allocate, equal to their Essence.
Fury of The Lawgiver
Minimum Brawl: 5
Minimum Essence: 2
Duration: Rage Duration + Essence
Type: Supplemental
Cost: 5m, 1 willpower
Prerequisites: Righteous Anger
Description: The Lawgiver shakes with unbridled passion as the world they were sent to lead into the light is violated by his foes. The strain is too great and when the Solar enters into Rage this time, the duration is extended by a number of turns equal to their Essence. Furthermore, they are given their Valor in extra dots to add to their Physical attributes.
Rage of The Rising Sun
Minimum Brawl: 5
Minimum Essence: 3
Duration: Rage
Type: Supplemental
Cost: 10m, 2 willpower, 1 HL
Prerequisites: Fury of The Lawgiver
Description: Rage in its purest form is distilled in the heart of the Solar and its power invigorates them. For the duration of their Rage, the Solar will take no penalties for health levels, nor penalties inflicted by RecoilEwindaleMoss/THICSolarBrawl/Feint. The same goes for penalties induced by magical pain. Only penalties because of limited senses or magical restraints stay in effect as the Solar attacks with complete disregard for their well being. Further, they gain a number of bonus dice equivalent to the number of health levels they have taken in damage for the duration of the fight. These dice are only applied to attacking rolls, not to parrying or dodging.
Scattered Light Strike
Minimum Brawl: 3
Minimum Essence: 2
Duration: Instant
Type: Supplemental
Cost: 3m
Prerequisites: Solar Brawl Excellency
Description: The Solar brawler flickers like a shadow with all the speed of the setting Sun. As they strike their foe, their form becomes blurry and hard to see. The target's target number to dodge or parry the incoming attack raises by the Solar's Essence.
Blade Breaking Blow
Minimum Brawl: 5
Minimum Essence: 2
Duration: Instant
Type: Reflexive
Cost: 5m
Prerequisites: Scattered Light Strike
Description: Wrapping the rays of the Sun around their fists, the Lawgiver meets an incoming attack with their fists. If the roll to parry the attack is successful, the attacker's weapon takes a number of health levels of damage equal to the Solar's Essence.
Foe Shattering Flurry
Minimum Brawl: 5
Minimum Essence: 3
Duration: Instant
Type: Simple Action
Cost: 10m, 1 willpower
Prerequisites: Blade Breaking Blow
Description: The Solar brawler seeks to crush their opponent above all else. With this charm, the normal string of combination attacks a brawler may throw (i.e. 10 jabs, 5 hooks, 2 hooks and 4 jabs, etc...) are all made as full dice actions instead of as a split pool. This combination may be used on multiple opponents within reach, but it may only be used on the brawler's attack phase, not as a counterstrike.