Eustacio/EustacioSolarBrawl
Ground-Striking Defense
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 1
Minimum Essence: 1
Prerequisite Charms: None
This charm helps even those odds against foes who strike first. When attacked, the Solar can strike the ground with any part of her body (most often the foot) and let the ground come to her aid. Whatever the ground or floor happens to be made up of in front of her shoots up in a wall, providing instantaneous defense. Mechanically, the difficulty to hit the Solar increases by 2. In addition, if the ground wields up anything that could be used as a weapon (shards of wood, stones, bottles, whatever happens to be there), the Solar may grab one or two of these items as a free action in order to arm themselves.
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Striking the Cowardly Foe
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 2
Minimum Essence: 1
Prerequisite Charms: Ground-Striking Defense
Little is more frustrating to the master of improvisational combat than an opponent who continually dances out of range with a sling or bow. This charm grants a brawler the ability to throw any improvised weapon she can lift a distance of Essence x 10 in yards. If unarmed, she may still attack at this range, but loses two dice of damage if she hits, to a minimum of one. Though this is a ranged attack, the brawler still uses her Dexterity + Brawl dice pool to attack.
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Momentum-Shifting Strike
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum: Brawl 3
Minimum Essence: 2
Prerequisite Charms: Ground-Striking Defense
When caught without weapons, momentum can often shift the tide of the battle. This charm demonstrates a brawler’s ability to turn an opponent’s victory into defeat. If the brawler is struck, she may add half of her opponent’s base damage of the attack to her damage total for her next attack. If her next attack is successfully defended against, these dice are lost.
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Improvisational Refinement
Cost: 3 motes per die
Duration: Scene
Type: Simple
Minimum Brawl: 1
Minimum Essence: 1
Prerequisite Charms: None
Sometimes the shard of glass or stone just can’t stand up to the fighting power of a sword or bow. That’s where this charm comes in. The improvisational fighter turns the weapon over in her hands a few times, using her essence to refine it to her purposes. For every three motes spent, that particular weapon gains 1 die to it’s accuracy rating, up to a maximum of the user’s permanent Essence rating. If it does not already do so, the user of this charm can also choose between bashing or lethal damage to be inflicted with the weapon.
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Strength Mastery
Cost: 6 motes, 1 willpower
Duration: Scene
Type: Simple
Minimum Brawl: 3
Minimum Essence: 3
Prerequisite Charms: Improvisational Refinement
Most brawlers focus on their strength rather than their agility, which often gives speedier opponents a slight advantage over them. This wielder of this charm has mastered her inner strength and is capable of guiding her essence in bursts. These bursts allow the Solar to move much more quickly than normal. Instead of using Dexterity+Brawl for brawling attacks and blocks, the Solar may choose to substitute their Strength for their Dexterity.
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Defense Against (Fighting Style) Technique
Cost: 5 motes, 1 Willpower
Duration: Scene
Type: Simple
Minimum Brawl: 3
Minimum Essence: 3
Prerequisite Charms: None
These charms provide the improvisational fighter a natural insight into the fighting styles of her opponents. This charm increases the difficulty to hit the brawler by their permanent Essence score against all attacks made with the corresponding fighting style (Archery, Brawl, Martial Arts, Melee, Thrown). This charm must be taken once for each type of foe the brawler wishes to defend against.
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Brawler’s Shifting Stance
Cost: 15 motes, 1 Willpower
Duration: Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 5
Prerequisite Charms: 2 of Defense Against (Fighting Style) Technique, Strength Mastery, Momentum-Shifting Strike
While the martial artist trains to dedicate themselves to one particular style, the brawler trains with the ability to shift their stance to suit their needs, giving them a versatility that the average martial artist lacks.
The Solar gains (Essence * 3) points. She may distribute these any way she likes between her Brawl, Lethal\Bashing Soak, Aggravated Soak, Initiative, and Damage. For one mote, the Brawler may reflexively shift around any of these points once per combat round. Finally, for 3 motes, the Brawler may drop her bonuses and instead imitate any Martial Arts Form currently being used against her, substituting in Brawl for any Martial Arts references. No single score may be boosted by more than the Solar’s permanent Essence score.
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