SolarBrawl/Fifth

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Defensive Tree

Heaven’s Thunder Block

Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Brawl: 3 
Minimum Essence: 1 
Prerequisite Charms: None

Reacting quickly, the Solar reaches out and bats away one attack aimed at him, even if he is unarmed and the attack does lethal damage. This charm may be used to create a Brawl parry or to enhance an existing Brawl parry.


Pre-emptive Strike

Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4 
Minimum Essence: 2 
Prerequisite Charms: None

Moving to stop an attack against him, the Brawler swings out and strikes the attacker’s limb. Against any hand-to-hand attack, the character may roll his full Dexterity + Brawl + any other defensive modifiers. If the parry succeeds, he may immediately make a counterattack with his full Dexterity + Brawl + extra successes on the parry + any offensive modifiers.


Fist of the Sun

Cost: 7 motes
Duration: One Scene
Type: Reflexive
Minimum Brawl: 5 
Minimum Essence: 2 
Prerequisite Charms: Heaven’s Thunder Block, Pre-Emptive Strike

Dropping into a defensive boxer’s stance, the Solar’s fists harden with the solidity of Orichalcum. For the remainder of the scene, the Solar may add his Essence to any brawl parry attempts, and if he has no available parry he may reflexively parry with his permanent Essence total in dice. He may also parry lethal attacks bare-handed without a stunt.


God Among Men Stance

Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisite Charms: Fist of the Sun

Standing proud and invulnerable, the Solar becomes cat-like in his ability to respond to danger. For the remainder of the scene, the Solar may reflexively block any attacks against him with his full Dexterity + Brawl, although as normal he requires a stunt to block lethal attacks. Additionally, the character’s offensive abilities are greatly increased; the character’s Brawl ability is doubled for all attacks he makes. This is a charm enhancement and counts against the normal limit.


Golden Savage Block

Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisite Charms: God Among Men Stance

Drawing his pure nature, the Brawler moves forward and simply stops any opponent’s attack. This charm perfectly stops any one attack, even if the brawler is unaware of the attack. To use this charm, the Solar must be truly bare-handed; using any sort of brawling aid interferes with the nature of the charm and renders it useless. The magic of the charm serves to protect the character's hands, and even blocking a Primordial's attacks with this charm will cause the Solar no harm. This charm is a perfect defense, but it is not an always applicable defense; this charm grants a Brawl parry, and is under all normal restrictions for that type of action.


Thunder's Vengeance Stance

Cost: 8 motes
Duration: One Turn
Type: Reflexive
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisite Charms: God Among Men Stance, Crashing Wave Throw

Channeling pure Essence throughout this body, the Solar imbues his very skin with lashing energy, ready to burst out and wreck havoc upon anyone who attempts to even strike the Solar. For the duration of this charm, the Solar may make a reflexive counterattack against anyone who attacks him at his full Dexterity + Brawl pool. This works even against ranged attacks. In addition, each of these counterattacks is treated as if it was a Crashing Wave Throw.


Offensive Charms

Indomitable Solar Style

Cost: 10 motes
Duration: One Scene
Type: Simple
Minimum Brawl: 5 
Minimum Essence: 4 
Prerequisite Charms: Fist of the Sun, Hammer on Iron Technique, Heaven Thunder Hammer

The Solar sends his Essence crashing through his body, fortifying and anchoring himself within the very fabric of Creation. For the the duration of this charm, the Solar cannot be moved or restrained against his will; this charm is a perfect defense against against these types of effects. He simply burst through any form of restraint, or may move through walls as if they were nothing. Effectively, the Solar may increase his Strength + Athletics by his Brawl x 10 dice for the purposes of lifting or breaking objects. In addition, since the Solar's fist cannot be stopped, all of his attacks automatically do knockback of his Essence + Strength + extra sucesses on the attack in yards. If the target strikes an object before completing this, they take 1 lethal dice of damage per yard they would have gone. This knockback stacks with all other knockback effects the attack is under.



Comments

Golden Savage Block, having the same cost as SSE should either be a Perfect but NOT always applicible defense, or you should knock the cost up to HGD's 3m, 1W. Especially since defense really isn't what Brawl is known for; beating the stuffings out of people is.  :) - DS

I agree - HGD's main disadvantage is that it requires the use of some kind of weapon, but it will block anything. Requiring that the character not have a weapon is far less onerous, and for an applicability-trumping defence it is mighty cheap. - Moxiane (who would make it 4m1W)

Actually, along the same lines, I suggest a cost of 4m 1HL as blocking with bare hands should hurt IMO. But either way it's a cool idea. - Nikink

Hmmm? Golden Savage Block doesn't trump applicability, as it doesn't state it can parry unblockables. Note that Seven Shadow Evasion is the same way; it says, "Any single attack" but it's generally regarded as being non-applicable because it never says it can dodge undodgeables. -Fifth

Oy. Good point, my bad. DS

Well, four people have brought up that same point now, so I'm going to try to clarify the charm's text... when 4 people misinterpet the same thing, I think it's more likely I wrote the charm poorly than that they're all stupid. -Fifth