DualMegami/IronBodyStyle

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Don't think of these charms as ones that should be used by Solars, but rather as supplemental Brawl Charms for Sidereals who don't get effects like these, or Terrestrials who aren't water Aspects and don't want to pay the mote surcharge on out-of-aspect charms.

Blow of the Iron Fist

Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Martial Arts: 2
Minimum Essence: 1
Prerequisites: None

The Exalt using this charm pours Essence into his fists and they become lethal implements. Upon activation of this charm his blows deal lethal damage. This may also be used to enhance his clinch damage.

Adamant Arms of Iron

Cost: 5 motes
Duration: Until clinch ends
Type: Simple
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite: Blow of the Iron Fist

The Martial Artist activating this charm must first place the target in a successful clinch. Upon activation, the damage dealt is doubled, however, it is still bashing damage. Difficulty to escape the clinch is increased by 1.

Oiled Body Technique

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite: Adamant Arms of Iron

By use of Essence, the Exalt makes himself almost slippery to the touch. He adds a number of automatic successes equal to his Essence when trying to escape a clinch.

Iron Body Form

Cost: 5 motes
Duration: one scene
Type: Simple
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite: Oiled Body Technique
While the Form is active, the character may parry lethal attacks with his bare hands. He adds his Essence to clinch damage and soaks Lethal with his bashing soak total.

Body Hardening Practice

Cost: 1mote per 2B/1L
Duration: Essence in Turns
Type: Reflexive
Minimum MA: 5
Minimum Essence: 2
Prerequisite: Iron Body Form

The Exalt invoking this Charm fuses his muscles and bones with Essence until they are as hard as iron. He may spend a number of motes equivalent to his permanent Essence to gain additional lethal and bashing soak. This is exceptionally useful if your only option is to take damage. This charm is explicitly compatible with the use of armor.

Turning the Tables

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum MA: 5
Minimum Essence: 2
Prerequisite: Body Hardening Practice

If the character is placed in a clinch, she may use this charm to reverse the order and deal damage first.

Body Vice Technique

Cost: 5 motes, 1 wp
Duration: Until Clinch ends
Type: Simple
Minimum MA: 5
Minimum Essence:3
Prerequisite: Turning the Tables

The Exalt must first put his target into a successful clinch. Upon the activation of this charm, he clamps his mighty arms and legs around his opponent, restricting all movement. While the charm is active the target may only attempt to escape or take damage. The Exalt using this charm gains his Essence in automatic successes during the opposed roll for escapes.