Water Finds A Way</b>
<b>Cost:1 mote per two dice. Duration: Instant Type: Supplemental Minimum Brawl: 2 Minimum Essence: 1 Prerequisite Charms: None
No matter what the object, if there is a weak point, water will find it and penetrate it. This Charm gives the Exalt that inevitability, guiding his hands to flow past the guard of his foes, whether to strike or to seize. He can add two dice to his Brawl dice pool to attack (including to make a clinch) for every one mote of Essence he spends. The Exalt cannot add more dice than his Brawl + Specialty total, and must pay a full mote to get the final die in the case that that dice pool is an odd number.
Kiss the Waves</b>
<b>Cost:1 mote per two dice. Duration: Instant Type: Reflexive Minimum Brawl: 2 Minimum Essence: 1 Prerequisite Charms: None
The Dragon-Blooded's defenses take on an aspect of the ocean spray-- they are everywhere her opponent seeks to be. She can add two dice to her Brawl dice pool to defend for every one mote of Essence she spends. The Exalt cannot add more dice than her Brawl + Specialty total, and must pay a full mote to get the final die in the case that that dice pool is an odd number. This can be used to buy a defense.
<b>Cost:2 motes Duration: Instant Type: Reflexive Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Blade-Deflecting Palm
The character using this Charm performs what appears to be a normal "soft" parry-- passively moving with the flow of the strike. In reality, the Exalt is using Essence to "store" the energy of his attacker's assault, and in an instant, he returns that force in full, like a tide suddenly snapping back across a beach. If the Terrestrial makes a successful Brawling parry, he may expend essence to power this Charm. His opponent is instantly knocked back a number of yards equal to the number of successes gained on the roll (this may be 0), plus his strength.
This is treated as a counterattack Charm, although it does no damage. Remember, knockback does not damage an opponent even if he crashes through something, nor can it create a lethal fall; in a game where those rules are ignored, Tidal Rebuke will not send a character back with enough force to break a relatively solid object. It cannot be used in response to a counterattack, nor can a counterattack be used in response to Tidal Rebuke. Often, the use of Tidal Rebuke will place an enemy beyond melee range, which will prevent the further use of melee attacks, including those by extra action charms, unless the target has some means of continuing motion.
<b>Cost:3 motes, 1 Willpower + 1 mote per +1 to initiative, +1 per ally Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Riptide Method, Water Finds a Way
As any master of the Water Dragon style will tell you, mastery of water is mastery of blood. The way of a Dragon-blooded brawler does not have quite that level of mastery of blood, but an Exalt with this charm can bind the pulses of her allies together and speed them, granting them the ability to act as one swift, unstoppable unit. It takes 3 motes and 1 dot of temporary Willpower to activate this charm, plus one mote per ally, up to the Exalt's Essence. Although all allies so linked roll initiative as normal, only the highest is used to determine when all act. The character may also increase the initiative rolls of the group by paying one mote per +1 to initiative, up to a maximum of her Brawl score.
This Charm was initially developed by the Immaculate monk Heavenly Azure Judge. Although Heavenly Azure Judge was born an Earth-Blood, he felt the calling of Daana'd so deeply in his heart that he mastered the Water Dragon Style-- and learned the more traditional method of Water combat besides. Heavenly Azure Judge applied his knowledge of the water-blood connection in order to create this charm, drawing on the cooperative nature of regular Terrestrial Charms rather than the power of Immaculate styles.
Melting Glacier Parry</b>
<b>Cost:2 motes Duration: Instant Type: Reflexive Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Kiss the Waves, Tidal Rebuke
Like a sheet of ice suddenly cracking off a melting glacier, the Exalt that uses this Charm can abruptly come to the defense of an ally. When he notices such an attack, the Terrestrial can leap in front of the attack, bringing himself up to defend instead. The ally must be within leaping distance for the Exalt to defend him.
The Dragon-Blooded's player rolls his character's Brawling parry against the attack as though he were the intended target. If he achieves no successes, the attack will strike the original target; otherwise, hit or parried, the attack affects the Charm-using Dynast.
Tsunami Aversion Stance</b>
<b>Cost:3 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Melting Glacier Parry
The Dynast utilizing this charm becomes surrounded by rushing, circling, roaring waves of phantom essence-water, surging with the force of a Tsunami. Upon activation, the character's player makes a standard Dexterity + Brawl defense against an opponent's hand-to-hand attack. If even one success is achieved, regardless of the successes achieved by the opponent, the attack is blocked completely. The character may invoke this Charm after her opponent makes her attack roll, but this Charm provides no defense against sorcery or attacks enhanced by Charms.
Breaking the Curl</b>
<b>Cost:3 motes Duration: Instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Tidal Rebuke
Attacking the sea is not only ineffective; it may bring the wrath of the waves down on the head of the fool who tries. Like such waves, the character using this Charm may lash out against his unsuccessful foes. When attacked in hand-to-hand combat, if his opponent fails to achieve any net successes, either through the results of a defense or through simple failure, the Exalt who knows Breaking the Curl can spend Essence and instantly make a reflexive hand-to-hand counterattack at his full dice pool. As a counterattack, this Charm cannot be used in response to a counterattack Charm.
Insurmountable Wave-Form Evasion</b>
<b>Cost:4 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms: Tsunami Aversion Stance, Breaking the Curl
The ultimate defense flows with attacks-- parts around them, letting their force disperse uselessly. A Water-Blooded (and only a Water-Blooded), who has mastered the essence of this ultimate defense can use this Charm to actually transform into a living being of pure water. Weapons and fists alike will pass harmlessly through her. The Water-Blooded must have activated her anima attunement to water ability to use this Charm; without it, she simply does not have a strong enough connection to transform. In any turn in which the Exalt has used Insurmountable Wave-Form Evasion, she can "parry" all physical attacks with her full Dexterity + Brawl pool. This is especially effective in defending against clinches, granting her a number of extra dice equal to her Essence to parry such attacks (though, as usual, she may not more than double her Brawl + Specialty). However, she is more vulnerable to electrical attacks, which will propagate, rather than disperse, in the Dynast's watery form. She may still attempt to evade, but she must subtract a number of dice from her parry pool equal to her opponent's Essence.
Ocean Claims Its Fee</b>
<b>Cost:5 motes, 1 Willpower Duration: 1 Turn + 1 Turn per additional success. Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Disarming Strike Prana
As any sailor will tell you, it is ill luck to try and claim a prize back from the ocean. Those who dare to steal from wrecks and other treasures hidden by the sea often leave little sacrifices behind in payment, lest the ocean's wrath swallow them up forever. The Exalt using this Charm can tap into the greed of the great Ocean of Elsewhere temporarily, sending an opponent's weapon away for some time.
This Charm is activated and used like an ordinary disarm attempt. However, if successful, instead of knocking the weapon away from the opponent or taking it for himself, the Exalt uses a burst of Essence to knock the opponent's weapon into Elsewhere for one Turn, plus one Turn per additional success over his opponent's Wits + Ability roll. This Charm has no effect on magical weapons, and any weapon summonable from Elsewhere by other means, such as Summoning the Loyal Steel, can be recalled by such a charm as normal.
Peninsula Becomes an Island</b>
<b>Cost:5 motes, 1 Willpower Duration: Until broken or dropped Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Bonds of Unbreakable Ice Technique, Flow Past Defenses
The flow and movement of troops in combat can be much like a wrestling match at times, with each "opponent" army trying to gain advantage over the other. A skilled brawler can, as a commander, turn her experience to tactical advantage. Like a smaller wrestler using leverage to control a match with a larger foe, the user of this Charm can restrict how much of an army can face her.
When this charm is activated, the Dragon-blooded makes a normal clinch "attack" in Mail and Steel. However, instead of the normal magnitude comparison for numbers, the Exalt can hold off a number of the enemy's fangs equal to his Essence +2. These fangs are subtracted from the unit's total numbers before the magnitude comparison is made. Once activated, the charm remains active until the clinch is broken, regardless of whether or not the enemy takes control, though the enemy may choose to break the clinch as normal. This does not change the magnitude of the opposing army for the purposes of health levels. This Charm is synergistic. The Exalt can only hold off as many troops as would be necessary to reduce the magnitudes to an even number.
Rippling Pool Drop</b>
<b>Cost:4 motes, 1 Willpower Duration: Instant Type: Simple Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms: Fist-Spinning Maelstrom
By smacking a closed fist against her other hand, held palm-up, the Dynast can create ripples in the local Essence that will knock her opponents to their feet. Upon activation, the Exalt's player makes a regular Dexterity or Strength + Brawl roll. All foes within a range equal to the Terrestrial's Essence x 2 yards must make a Stamina + Resistance roll against a difficulty equal to the number of successes rolled by the Dragon-blooded. Ordinarily, this attack cannot be dodged or blocked save by perfect defenses, although it is not a perfect effect.
This Charm does not distinguish between friend or foe, although the user is immune. It is, however, one of the few battlefield-effective synergistic charms. When used in synergy (all users must declare their intent to do so and act on the same initiative, which may cause penalties to some rolls in Power Combat), the characters' essence will be increased as normal for the purposes of range, and none of those using the Charm synergistically will be affected. The characters must be within un-assisted range of at least one other member of the synergistic link to achieve synergy, and all must choose to allow the link. Although several ranges will overlap, only the best successes in any particular area will be used against an opponent.
Caught Between the Currents</b>
<b>Cost:4 motes + 1 mote per targeted ally Duration: One Turn Type: Simple Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Riptide Method
Ordinarily, it is hard to get more than one successful clinch on an opponent at a time. More than one is closer to a mob- bearing down with weight rather than skill, and simply containing, rather than potentially killing. By the use of Caught between the Currents, a Dragon-Blooded can add precision to such a mob, allowing for many combatants to carefully and precisely break an opponent at once. The Exalt using the charm designates a target, and up to as many allies as he has dots of permanent essence, and spends the necessary essence to activate the charm. As long as all attackers are within their ordinary movement distance from the target on the turn that it is used, they may all clinch the target, either as holds or as clinches. The targeted character can still fight back against the clinches (assuming he does not dodge or parry some or all of them) by splitting his die pool or using extra action charms, but his base dice pool is at -1 for each clincher in control beyond the first. It is not mandatory for allies to perform such clinches; any essence from unused clinches is wasted.
Lake to River to Ocean</b>
<b>Cost:3 motes per success Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 3 Prerequisite Charms: 3 Brawl Charms
Although a truly successful brawler will be a master of many different styles of fighting, there is certainly something to be said for the capability of the specialist to inventively and painfully apply her knowledge on her opponents. A Dragon-blooded using this Charm may buy up to her dots in a Brawling specialty as automatic successes to a relevant roll, rolling the remainder of her pool as normal.
Mighty Water Dragon Attunement</b>
<b>Cost:None Duration: Permanent Type: Special Minimum Brawl: 5 Minimum Essence: 5 Prerequisite Charms: Ten Brawl Charms, including 1 each from Essence 1-5.
This is the Facet Attunement Charm (see DragonBloodedInvestigation/IsawaBrian under Insightful Water Dragon Attunement for details) for Brawl. Taking this Charm Attunes the character to the Mighty Facet of the Water Dragon, and thus negates the one mote surcharge for non-Water Blooded Terrestrials using Brawl Charms. The Mighty Facet of the Water Dragon represents the overwhelming strength of the Water Dragon when enraged. This Charm may not be taken by Water Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details).
On Tidal Rebuke, did you mean to finish that sentence or what?
I am assuming it should say that this may move the target of the counterattack outside of his melee combat range, stopping him from taking further attacks. Something like that, anyway.
- Er, yes, roughly. I'm not entirely sure why that didn't make it into the final C&P. Added. -- IsawaBrian