DBBrawlCharms/BlackandWhite
Contents
New and Cool Brawl Charms for Dragon-Bloods
I really like playing Dragon-Bloods, especially outcastes. However, it gets really difficult when you are playing with a bunch of Celestials. I chose brawl to be a main fighting ability for a character of mine, specializing in the grappling end of brawl. These charms are just an extention to the current brawl tree, especially useful to players smart enough to increase their essence. Also, I like to play an exalt type the way they are projected. Water aspects have a tendency to think of other ways to go about a situation. I think you'll notice I took this philosophy in making most of these charms, especially the latter ones. Raw damage? Meh.
Enjoy!
Geyser Strike
- Cost: 3 motes
- Duration: Instant
- Type: Reflexive
- Minimum Brawl: 3
- Minimum Essence: 2
- Prerequisites: Become the Hammer
To the wise Aspected brawler, striking with one's fist or grabbing an opponent is less about moving the arms, but about letting the water and essence within well up and release its fury. Tapping into these inner depths of power, the brawler spends his essence and effectively doubles his brawl ability for either an attack or a grappling maneuver.
Talons of the Brawling Dragon
- Cost: 3 motes, 1 Willpower
- Duration: Scene
- Type: Simple
- Minimum Brawl: 5
- Minimum Essence: 3
- Prerequisites: Geyser Strike
The Dragon-Blooded are all beings tied to an elemental nature. This charm taps into that elemental nature and provides its user with new hands, made especially for the brawler. The user's own hands become enveloped in their respective element; an icy claw, long vines, stoney knuckles. Each Aspect recieves its own bonus from this charm, much like Dragon-Graced Weapon. This charm stacks with the bonus of brawling aids.
- Air:
- Earth:
- Fire:
- Water: The hands are fluid and graceful, able to move about from one place to another with casual ease and less focus. Penalties for split actions are reduced by 1. This does not add to the accuracy of attacks made with extra action charms.
Wood:
Notes: I only needed the water one when I made this. Feel free to come up with your own stuff if you'd like. If I get some time, I'll write my own stuff in here.
Strength-Drawing Grasp
- Cost: 5 motes
- Duration: Instant
- Type: Supplemental
- Minimum Brawl: 5
- Minimum Essence: 4
- Prerequisites: Pounding Surf Style
There is more of an opponent to overcome than his defenses, and leaving him without any offense often means victory. Taking advantage of this wisdom as well as his mastery of water, and exalt using this charm is able to literally draw water from an opponent to sap his or her strength. The attacker makes a clinch roll as normal - this attack does not work with regular attacks. Once in the clinch, he rolls clinch damage as normal and his target rolls stamina+resistance. If the target wins, he is still clinched. If the attacker wins, the target looses dots of strength equal to the difference.
Notes: If you think this might not get you very far, think again. Sometimes you only need to drop an opponent 1 STR before he can no longer wield his weapon, artifact or not. And as you may note, this is often quite crippling to a character reliant upon his/her weapon.
Passage of Dread Fluid
- Cost: 5 motes, 1 Willpower
- Duration: Instant
- Type: Supplemental
- Minimum Brawl: 5
- Minimum Essence: 5
- Prerequisites: Flow Past Defenses, Strength-Drawing Grasp
The exalt using this charm, instead of sapping the water within his opponent's body, forces his own essence-charged liquids IN. This fills the victem with water, past saturation, bloating him in immobility. The player rolls a grapple as normal, either clinch or hold. Once held, the target rolls stamina+resistance at a difficulty equal to the attacker's permanent essence. If the resistance roll is successful, he is simply held. If he fails or botches, he loses dots in dexterity equal to this failure. Dexterity is never dropped below 0. Instead, each failure beyond 0 results in 1 lethal health of damage, representing water bursting forth from within. If the resistance roll is botched, these levels will be aggrivated.
Note: The first time I used this charm, he botched. Wow.
Many Arms of the Brawler
- Cost: 7 motes, 1 Willpower
- Duration: 1 scene
- Type: Simple
- Minimum Brawl: 5
- Minimum Essence: 5
- Prerequisites: Passage of Dread Fluid, Talons of the Brawling Dragon
Upon the expenditure of essence and willpower, water and essence explode from the side of the exalt and form two more arms. These arms practically think on their own. They recieve their own independant dice action from the player's and may split their own actions. They recieve the same strength and dexterity attributes as the exalt they are on as well as share the same brawl ability and specialties. These arms do not recieve their own Talons of the Brawling Dragon and may not wield weapons with the character's melee ability. These arms DO add 2 to the number of possible holds for riptide method.
Do you approve?
All charms have been approved by a very good, knowledgable GM, LeSquide.
Back to BlackAndWhite