DragonBloodedBrawl/BlackAndWhite

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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. This page is divided into two branches, each with it's individual bonuses. They do mingle, however, so watch out.

Enjoy!

First Branch Added

These are mostly grappler enhancements and ways for the brawler to explore his watery essence.

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 
Mininmum Ability: 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.


Immaculate Aqueous Arms

Cost: 9 motes, 1 Willpower 
Duration: A number of hours equal to Permanent Essence 
Type: Simple 
Minimum Brawl: 5 
Minimum Essence: 6 
Prerequisites: Many Arms of the Brawler 

The Immaculate Aqueous Arms are much like their predescessors, except even more functional. They still allow an individual action, but the Immaculate Arms may use any charm or combo that invovles the use of the arms. The Arms do benefit from The Talons of the Brawling Dragon.

Second Branch Added

The second branch is made to make a brawler more effective against melee opponents. Hope you like it.

Flowing Hand Blocks

Cost: 3 motes 
Duration: Instant 
Type: Reflexive 
Minimum Brawl: 3 
Minimum Essence: 2 
Prerequisites: Blade Deflecting Palm 

His hands weaving in and out of the battle like a winding brook makes its way through a thick forest, the brawler using this charm is capable of parrying many blows. When an opponent declares multiple actions, this charm can be activated to offer a cascading parry. This charm must be reactivated to work against another opponent.


Enmity of Hand and Sword

Cost: 3 motes 
Duration: Essence in Turns 
Type: Reflexive 
Minimum Brawl: 3 
Minimum Essence: 1 
Prerequisites: Blade-Deflecting Palm

Swelling and receeding like the unpredictable waves on a tormented ocean surface, an exalt using Enmity of Hand and Sword makes battle very difficult, especially for an enemy wielding a weapon. Subtract one die from his own attack pool and three from an opponent using a weapon.


Ringing the Blade

Cost: 3 motes 
Duration: Instant 
Type: Reflexive 
Minimum Brawl: 4 
Minimum Essence: 2 
Prerequisites: Flowing Hand Blocks, Enmity of Hand And Sword

The Dragon-Blooded using this charm makes an oncoming attack feel like a bellyflop. After a successful parry using this charm, the attacker recieves a die penalty equal to any additional successes from that parry to any non-charm physical action until their next turn.


Hidden Spring Erupts

Cost: 3 motes 
Duration: Instant 
Type: Reflexive 
Minimum Brawl: 4 
Minimum Essence: 3 
Prerequisites: Ringing the Blade

The water in an aquifer bides its time, waiting to be tapped. When finally, the stone guarding it is cracked, it bursts forth from beneath, spewing out onto the land. When an opponent lands an attack that causes at least one health level of lethal damage, the Exalt who knows Hidden Spring Erupts may reflexively spend motes to send gushing water exploding out onto the foe. The foe is then sent flying away. The distance he is sent is equal to the exalts Stamina + 12 in yards. This is similar to a leaping dodge, only the attacker is cast away, not the defender.


Tidal Bore Weapon Release

Cost: 5 motes + 1 Willpower 
Duration: Instant 
Type: Supplemental 
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisites: Ringing the Blade, Flow Past Defenses

Water washes away all things. Like a tidal wave against the shore, this charm acts to remove an opponent's equipment through sheer force. In an attempt to disarm, the Player adds essence to a normal attack roll. The opponent rolls nothing besides any parry or dodge attempt he may have. If the equipment is artifact, then add its rating to the difficulty of the attack.


Hand-Over-Sword Mastery

Cost:3 motes 
Duration: Instant 
Type: Reflexive 
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisites: Hidded Spring Erupts, Geyser Strike

The pebble is thrown into the lake, the lake splashes back, ripples and remains. An attacker will surely receive retaliation when facing an opponent with Hand-Over-Sword Master. When the Water Aspect is attacked and parries with a brawl action successfully, he may reflexively use this charm to make his own attack.


Lighten The Load

Cost: 8 motes, 1 Willpower 
Duration: Instant 
Type: Extra Actions 
Minimum Brawl: 6 
Minimum Essence: 5 
Prerequisites: Hand-Over-Sword Mastery, Tidal Bore Weapon Release, Many Arms of the Brawler

Being a master of both his watery essence and of neutralizing his opponent's equipment, the brawler may attempt a complete disarm. This attack not only involves the skill of quickly removing equipment, but also involves briefly making the opponents body fluid and pliable. The opponent recieves one dodge or parry attempt to this charm, which applies to all of its actions. After this, the Exalt using Lighten the Load rolls Dexterity + Brawl individually for each piece of pertinent equipment (weapon, armor, shield, etc.). Each attack is pitted against the one defensive maneuver plus any applicapble artifact rating.

Do you approve?

All charms have been approved by a very good, knowledgable GM, LeSquide.

Go to DragonBloodedSail/BlackAndWhite to see how I branch brawl and sail together!

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