Difference between revisions of "GracefulCharmMethodology/SolarBrawl"

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m (Reworded WDD for clarity)
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* Prereqs: Fists of Iron Technique
 
* Prereqs: Fists of Iron Technique
  
Used when succeeding at a decisive attack, this knocks down the target. Every three successes on the damage roll throws the target one range band, taking falling damage as though they had fallen that distance, and causing appropriate damage to scenery. This does not affect very large opponents.
+
Used when succeeding at a '''decisive''' attack, this knocks down the target. Every three successes on the damage roll throws the target one range band, taking falling damage as though they had fallen that distance, and causing appropriate damage to scenery. This does not affect very large opponents.
  
 
===Sledgehammer Fist Punch===
 
===Sledgehammer Fist Punch===
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* Prereqs: Iron Battle Focus
 
* Prereqs: Iron Battle Focus
  
This Dexterity+Brawl roll is made as a radiant cascade.
+
This Dexterity+Brawl roll is made as a '''radiant cascade'''.
  
 
===Reckless Fury Discard===
 
===Reckless Fury Discard===
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* Prereqs: Iron Battle Focus
 
* Prereqs: Iron Battle Focus
  
The Solar makes a reflexive Clash against an incoming decisive attack.
+
The Solar makes a reflexive Clash against an incoming '''decisive''' attack.
  
 
===Intercepting Fury Smite===
 
===Intercepting Fury Smite===
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* Prereqs: Force-Rending Strike
 
* Prereqs: Force-Rending Strike
  
The Solar is using an improvised weapon, they may ignore the Willpower cost to use Force-Rending Strike. If they do this, their improvised weapon is destroyed in the process.
+
If the Solar is using an improvised weapon, they may ignore the Willpower cost to use Force-Rending Strike. If so, their improvised weapon is destroyed in the process.
  
 
===Fire-Eating Fist===
 
===Fire-Eating Fist===
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* Prereqs: Fire-Eating Fist
 
* Prereqs: Fire-Eating Fist
  
The Solar makes a decisive attack against a target they can perceive at any range. Add the bonus damage provided by Fire-Eating Fist, multiplied by three, to the damage of the attack.
+
The Solar makes a '''decisive''' attack against a target they can perceive at any range. Add the bonus damage provided by Fire-Eating Fist, multiplied by three, to the damage of the attack.
  
 
==Concussion==
 
==Concussion==
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* Prereqs: Falling Hammer Strike
 
* Prereqs: Falling Hammer Strike
  
Any successes from this withering attack are not added to the Solar’s Initiative: instead, they are added to the target’s onslaught penalty.
+
Any successes from this '''withering''' attack are not added to the Solar’s Initiative: instead, they are added to the target’s onslaught penalty.
  
 
===Bull-Felling Attitude===
 
===Bull-Felling Attitude===
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* Prereqs: Devil-Strangling Attitude
 
* Prereqs: Devil-Strangling Attitude
  
This Strength+Brawl check is rolled as a radiant cascade.
+
This Strength+Brawl check is rolled as a '''radiant cascade'''.
  
 
===Dragon Coil Technique===
 
===Dragon Coil Technique===
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* Prereqs: Devil-Strangling Technique
 
* Prereqs: Devil-Strangling Technique
  
When the Solar abort their control early to perform a throw, each round of control forfeited adds four dice to the damage roll, and hurls their opponent one range band.
+
When the Solar abort their control early to perform a throw, each round of control forfeited adds four dice to the damage roll, and hurls their opponent up to one range band (Solar's choice).
  
 
===Shockwave Technique===
 
===Shockwave Technique===
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* Prereqs: Crashing Wave Throw
 
* Prereqs: Crashing Wave Throw
  
When the Solar aborts their control early to perform a throw, they may activate this to hit everyone within short range of their opponent’s landing point with a withering attack. Apply the same attack roll and raw damage from the throw against the defences of each of these targets.
+
When the Solar aborts their control early to perform a throw, they may activate this to hit everyone within short range of their opponent’s landing point with a '''withering''' attack. Apply the same attack roll and raw damage from the throw against the defences of each of these targets.
  
 
==Savagery==
 
==Savagery==
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* Prereqs: Thunderclap Rush Attack
 
* Prereqs: Thunderclap Rush Attack
  
The Solar makes (Essence) attacks, dividing their Initiative as evenly as possible between them. Each attack adds dice to its base damage equal to the health levels inflicted by the last attack in the sequence.
+
The Solar makes (Essence) '''decisive''' attacks, dividing their Initiative as evenly as possible between them. Each attack adds dice to its base damage equal to the health levels inflicted by the last attack in the sequence.
  
 
===Fivefold Fury Onslaught===
 
===Fivefold Fury Onslaught===
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* Prereqs: Fivefold Fury Onslaught
 
* Prereqs: Fivefold Fury Onslaught
  
The extra successes on this withering attack do not add to damage: instead, an attack lands and base damage is repeated for each additional success.
+
The extra successes on this '''withering''' attack do not add to damage: instead, an attack lands and base damage is repeated for each additional success.
  
 
==Insight==
 
==Insight==
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* Prereqs: Supremacy of War Meditation
 
* Prereqs: Supremacy of War Meditation
  
The Solar may activate any Brawl Charms with an anima level cost for free. They receive no Initiative damage unless it is done from close range, and whenever they successfully clash an attack they may immediately teleport to close range of the attacker.
+
The Solar may activate any Brawl Charms with an anima level cost for free. They receive no Initiative damage unless it is done from close range, and whenever they successfully Clash an attack they may immediately teleport to close range of the attacker.
  
 
==Comments==
 
==Comments==

Revision as of 16:06, 5 April 2016

Passion

Fists of Iron Technique

  • Cost: 1m
  • Type: Supplemental
  • Mins: Brawl 1, Essence 1

Add the strength of an applicable Intimacy (Tie or Principle) to the base damage of this attack.

Heaven Thunder Hammer

  • Cost: 3m
  • Type: Reflexive
  • Keywords: Decisive
  • Mins: Brawl 3, Essence 1
  • Prereqs: Fists of Iron Technique

Used when succeeding at a decisive attack, this knocks down the target. Every three successes on the damage roll throws the target one range band, taking falling damage as though they had fallen that distance, and causing appropriate damage to scenery. This does not affect very large opponents.

Sledgehammer Fist Punch

  • Type: Permanent
  • Mins: Brawl 4, Essence 2
  • Prereqs: Heaven Thunder Hammer

This enhances Heaven Thunder Hammer, allowing it to affect very large opponents.

Burning Fist Burial

  • Cost: 1m, 1i per die
  • Type: Reflexive
  • Mins: Brawl 4, Essence 2
  • Prereqs: Heaven Thunder Hammer

Used when hitting with an attack, this allows the Solar to add to the base damage of the attack at the cost of one mote and one Initiative each, up to double the base damage.

Adamantine Fists of Battle

  • Cost: 5m
  • Type: Supplemental
  • Mins: Brawl 5, Essence 3
  • Prereqs: Burning Fist Burial

Add the Solar’s Strength to the Overwhelming value of the attack (usually 1). If the attack hits, the Solar may spend 1 temporary Willpower to extend this Charm’s duration to one scene.

Orichalcum Fists of Battle

  • Cost: 8m, 3a, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Brawl 5, Essence 4
  • Prereqs: Adamantine Fists of Battle

Used while Adamantine Fists of Battle is active, all damage rolls from Brawl attacks the Solar makes are rolled as radiant cascades. The Solar’s fists and caste mark glow fiercely.

Supremacy

Iron Battle Focus

  • Cost: 2m
  • Type: Reflexive
  • Mins: Brawl 2, Essence 1

Remove any onslaught penalties the Solar currently has.

Radiant Solar Focus

  • Cost: 3m
  • Type: Supplemental
  • Mins: Brawl 4, Essence 1
  • Prereqs: Iron Battle Focus

This Dexterity+Brawl roll is made as a radiant cascade.

Reckless Fury Discard

  • Cost: 4m
  • Type: Reflexive
  • Mins: Brawl 5, Essence 2
  • Prereqs: Fists of Iron Technique, Iron Battle Focus

Add the strength of an applicable Intimacy to the Solar’s Parry or Evasion score.

Dancing With Strife Technique

  • Type: Reflexive
  • Keywords: Once/scene
  • Mins: Brawl 5, Essence 3
  • Prereqs: Reckless Fury Discard

Used when the Solar successfully defends against an attack with at least 5 successes, the Solar gains a point of temporary Willpower.

Force-Rending Strike

  • Cost: 4m, 1wp
  • Type: Reflexive
  • Keywords: Clash, Decisive
  • Mins: Brawl 4, Essence 2
  • Prereqs: Iron Battle Focus

The Solar makes a reflexive Clash against an incoming decisive attack.

Intercepting Fury Smite

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: Force-Rending Strike

If the Solar is using an improvised weapon, they may ignore the Willpower cost to use Force-Rending Strike. If so, their improvised weapon is destroyed in the process.

Fire-Eating Fist

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: Force-Rending Strike

If a Clash against an energy attack is successful, the Essence of the opponent making the attack is added to the base damage of the Solar’s unarmed attacks. This effect stacks indefinitely, but ends when the Solar lands a successful attack or the end of the scene, whichever comes first.

Apocalypse Flare Attack

  • Cost: 3m, 3a
  • Type: Simple
  • Keywords: Decisive
  • Mins: Brawl 5, Essence 5
  • Prereqs: Fire-Eating Fist

The Solar makes a decisive attack against a target they can perceive at any range. Add the bonus damage provided by Fire-Eating Fist, multiplied by three, to the damage of the attack.

Concussion

Ferocious Jab

  • Cost: 1m
  • Type: Supplemental
  • Mins: Brawl 3, Essence 1

Add the target’s onslaught penalty to the base damage of this attack.

Wind And Stones Defence

  • Cost: 3m
  • Type: Reflexive
  • Mins: Brawl 4, Essence 1
  • Prereqs: Ferocious Jab

If the Solar has more Initiative than their attacker, add the attacker’s onslaught penalty to the Solar’s Parry or Evasion score.

Falling Hammer Strike

  • Cost: 1m, 1wp
  • Type: Supplemental
  • Mins: Brawl 3, Essence 1
  • Prereqs: Ferocious Jab

If this attack causes damage, it prevents the target’s onslaught penalty from refreshing automatically on their next action.

Ox-Stunning Blow

  • Cost: 3m
  • Type: Supplemental
  • Keywords: Withering
  • Mins: Brawl 3, Essence 2
  • Prereqs: Falling Hammer Strike

Any successes from this withering attack are not added to the Solar’s Initiative: instead, they are added to the target’s onslaught penalty.

Bull-Felling Attitude

  • Type: Permanent
  • Mins: Brawl 3, Essence 3
  • Prereqs: Ox-Stunning Blow

When the Solar uses Ox-Stunning Blow, successes from the attack are added to both the Solar’s initiative and the target’s onslaught penalty.

Knockout Blow

  • Cost: 2m, 1wp
  • Type: Supplemental
  • Keywords: Withering, Once/Scene
  • Mins: Brawl 5, Essence 3
  • Prereqs: Ox-Stunning Blow

If this withering attack crashes its target, the target is immediately knocked unconscious.

Cancel The Apocalypse

  • Cost: 5m
  • Type: Reflexive
  • Mins: Brawl 5, Essence 3
  • Prereqs: Ox-Stunning Blow

Used when crashing someone, the Solar immediately discovers all Brawl, Martial Arts, Melee, Strength and Stamina Charms that the target has active (permanent Charms are not ‘active’). They may choose one to immediately deactivate.

Control

Devil-Strangling Attitude

  • Type: Permanent
  • Mins: Brawl 3, Essence 1

The Solar may make grapple attacks with Strength+Essence.

Vicious Lunge

  • Cost: 3m
  • Type: Supplemental
  • Mins: Brawl 4, Essence 1
  • Prereqs: Devil-Strangling Attitude

This Strength+Brawl check is rolled as a radiant cascade.

Dragon Coil Technique

  • Cost: 4m
  • Type: Reflexive
  • Mins: Brawl 4, Essence 2
  • Prereqs: Devil-Strangling Attitude

Add the extra successes from a grapple attack roll to the control roll.

Wicked Dissolve Dust

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: Dragon Coil Technique, Force-Rending Strike

When they successfully use Force-Rending Strike to Clash while in control of a clinch, the Solar can choose to redirect the incoming attack to the person clinched, rather than applying damage to the attacker.

Unbreakable Grasp

  • Type: Permanent
  • Mins: Brawl 5, Essence 2
  • Prereqs: Dragon Coil Technique

When the Solar successfully defends against a grapple check, they may choose to gain control of the grapple rather than escaping. The duration of their control is no longer reduced by incoming attacks that do not cause damage.

Titan-Straightening Method

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: Unbreakable Grasp

The Solar may grapple opponents of any size without penalty.

Crashing Wave Throw

  • Type: Permanent
  • Mins: Brawl 5, Essence 1
  • Prereqs: Devil-Strangling Technique

When the Solar abort their control early to perform a throw, each round of control forfeited adds four dice to the damage roll, and hurls their opponent up to one range band (Solar's choice).

Shockwave Technique

  • Cost: 6m, 3a, 1wp
  • Type: Reflexive
  • Keywords: Withering
  • Mins: Brawl 5, Essence 3
  • Prereqs: Crashing Wave Throw

When the Solar aborts their control early to perform a throw, they may activate this to hit everyone within short range of their opponent’s landing point with a withering attack. Apply the same attack roll and raw damage from the throw against the defences of each of these targets.

Savagery

Thunderclap Rush Attack

  • Cost: 3m
  • Type: Reflexive
  • Mins: Brawl 3, Essence 1

The Solar immediately moves up to one range band and makes a Brawl attack, regardless of their position in the Initiative order – this uses their action for the round. The Brawl attack cannot be defended against with Clashes, unless these are provided by Charms.

Hammer On Iron Technique

  • Cost: 4m, 1wp
  • Type: Simple
  • Keywords: Decisive
  • Mins: Brawl 5, Essence 2
  • Prereqs: Thunderclap Rush Attack

The Solar makes (Essence) decisive attacks, dividing their Initiative as evenly as possible between them. Each attack adds dice to its base damage equal to the health levels inflicted by the last attack in the sequence.

Fivefold Fury Onslaught

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: Hammer On Iron Technique

When using Hammer On Iron Technique, the Solar instead makes (Essence+1) attacks, and each attack adds dice to its base damage equal to the total number of health levels inflicted so far in the sequence.

Rampage Berserker Attack

  • Cost: 7m, 3i, 1wp
  • Type: Simple
  • Keywords: Withering, Once/Scene
  • Mins: Brawl 5, Essence 4
  • Prereqs: Fivefold Fury Onslaught

The extra successes on this withering attack do not add to damage: instead, an attack lands and base damage is repeated for each additional success.

Insight

One With Violence

  • Type: Permanent
  • Mins: Brawl 5, Essence 2
  • Prereqs: Radiant Solar Focus

When the Solar crashes an opponent, they gain 5 bonus Initiative.

Striving Aftershock Method

  • Type: Permanent
  • Mins: Brawl 5, Essence 3
  • Prereqs: One With Violence

When the Solar knocks an opponent down, they gain 2 bonus Initiative.

Supremacy of War Meditation

  • Type: Permanent
  • Keywords: Once/Scene
  • Mins: Brawl 5, Essence 4
  • Prereqs: Striving Aftershock Method

The Solar may spend 3a to receive a free full Brawl Excellency.

Ascendant Battle Visage

  • Cost: 15m, 3a, 1wp
  • Type: Simple
  • Duration: One scene
  • Mins: Brawl 5, Essence 5
  • Prereqs: Supremacy of War Meditation

The Solar may activate any Brawl Charms with an anima level cost for free. They receive no Initiative damage unless it is done from close range, and whenever they successfully Clash an attack they may immediately teleport to close range of the attacker.

Comments