SolarBrawl/CrownedSun
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Solar Brawl Charms by CrownedSun
Effortless Hold
Cost: 4 motes Duration: Until broken Type: Simple Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: None
This charm allows the Solar to idly grab an opponent with a free hand, and begin a clinch. While this requires his action on the round the clinch is initiated, once it's begun the Solar can continue the rest of the combat without paying more than casual attention to his 'captive'. He may make brawl or melee attacks on other targets, move around (dragging his captive with him), or otherwise engage in whatever actions he finds necessary in the situation. Simply make all the clinch rolls as normal, but these do not consume the Solar's turn or cause him difficulty at all -- except that he suffers the -6 initiative penality for clinching, regardless of his other action.
This charm prevents any actions that would require two hands, though it enables you to use that remaining hand quite impressively. In addition, while it's possible to attack the Clinched victim in some way while using this charm, that victim is not defenseless. He may use any reflexive Defensive charms he might have access to, even if he would normally be unable to do so.
My Body, My Weapon
Cost: 4 motes, 1 willpower Duration: One scene Type: Simple Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Fists of Iron Technique
The Solar Exalt using this charm empowers his body with essence, becoming a faster and more deadly machine of hand to hand combat. Every part of his body is a weapon, and he can use them all with casual effort for the rest of the scene. While this charm is active, in addition to the following benefits, the character can parry lethal attacks with his bare hands without the use of a stunt.
In addition, the character gains 4 different 'attacks'. Each of these attacks is constructed when you first buy the charm, built on a number of points equal to twice your Brawl rating. These points are divided between the weapons Speed, Accuracy, Damage, and Defense. If you gain dots of Brawl in play, you can upgrade your four special attacks as you wish. Each attack has a rate of 3, which can be increased on a 1 for 1 basis with points to a maximum of 5. You can gain extra points by lowering an attacks speed or rate- -3 to speed (max of -6) for +1 point, or -1 to rate (min of 1) for +1 point. This gives a maximum of +4 points. You can choose if a manuever performs bashing or lethal damage; if you choose to have it inflict bashing damage, it recieves an extra +1B Damage for free. All attacks should be designated as upper body, lower body, or full body, for purposes of specialities.
Example distribution, for a character with Brawl 4:
Punch: Speed +0, Acc +2, Damage +2L, Def +2, Rate 5 (upper body)
Elbow Slam: Speed +1, Acc +3, Damage +4L, Def +1, Rate 2 (upper body)
Headbutt: Speed -6, Acc +1, Damage +9B, Def +1, Rate 3 (clinch)
Kick: Speed -3, Acc +2, Damage +6L, Def +0, Rate 4 (lower body)
Ripping Steel Fist
Cost: 3 motes Duration: Instant Type: Supplemental Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Fists of Iron Technique
A solar's hands become as hard as diamonds with this charm is invoked, able to punch easily through the strongest materials without worry or struggle. The target's damage is considered piercing, halving the targets armor-based soak. After a battle in which this charm was used, any armor that was pierced typically needs some maintenance to remain fully functional. The Essence for this charm may be spent after the character rolls the attack.
Comments
I like the idea of Brawl as a customizable weapon. -MeiRen