Difference between revisions of "EpsilonSolarBrawl"

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#REDIRECT [[SolarBrawl/Epsilon]]
* Back to [[Epsilon]]
 
 
 
 
 
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<b><i>Stampeding Elephant Manner</b></i>
 
 
 
<b>Cost:</b> 4 motes \\
 
<b>Duration:</b> Instant \\
 
<b>Type:</b> Supplemental \\
 
<b>Min. Ability:</b> 4 \\
 
<b>Min Essence:</b> 3 \\
 
<b>Prereqs:</b> Fists of Iron Technique \\
 
 
 
The Exalt rushes forward, plowing his entire mass into his opponent along with a
 
blast of concussive Essence. This does not so much go around his opponents
 
defenses, as through them like the didn't even exist.
 
 
 
The character makes a standard Brawl attack, but does not count extra successes
 
towards damage. Double the number of successes scored on the attack roll before
 
applying any defensive methods in use by the opponent (including shields,
 
parries, dodges, cover, concealment or anything else that could possibly cause
 
him to miss).
 
 
 
This Charm does not add successes towards any other effect other than hitting an
 
opponent, and thus is incompatible with any Charm with an effect based on the
 
number of successes rolled.
 
 
 
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<b><i>Sword Breaking Blow</b></i>
 
 
 
<b>Cost:</b> 10 motes, 1 Willpower \\
 
<b>Duration:</b> Instant \\
 
<b>Type:</b> Simple \\
 
<b>Min. Ability:</b> 5 \\
 
<b>Min Essence:</b> 3 \\
 
<b>Prereqs:</b> Heaven Thunder Hammer \\
 
 
 
The Exalt who know this Charm realizes that even the best unarmed combatant is
 
at a disadvantage when compared to a equally skilled armed opponent. The
 
solution? Take that weapon away, in the most final method possible.
 
 
 
When this Charm is used make a standard Brawl attack. If the opponent Dodges or
 
blocks with an unarmed technique resolve the attack as normal, however if the
 
opponent parries the attack with a melee weapon the successes they score are
 
added to the attackers to determine the success of failure of this technique.
 
 
 
No matter what, this attack does no physical damage to the target as the attack
 
is aimed at the opponents weapon, not their body. If used against any mortal
 
weapon the attack succeeds if you score at least three more successes than the
 
opponents defense, this shatters the weapon with a blast of golden Essence and
 
focused rage. Against weapon made of the Five Magical Material or other
 
imperishable material the use must score at least five successes. Doing so
 
doesn't destroy the weapon, but it does deform and blunt it, rendering it
 
effectively useless until it can be repaired (requiring an Intelligence + Craft
 
check at difficulty 4, the repairing character must have at least Occult equal
 
to the Artifact rating of the weapon to repair it).
 
 
 
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<b><i>Unchaining the Tempest</b></i>
 
 
 
<b>Cost:</b> 3 motes \\
 
<b>Duration:</b> Instant \\
 
<b>Type:</b> Reflexive \\
 
<b>Min. Ability:</b> 4 \\
 
<b>Min Essence:</b> 3 \\
 
<b>Prereqs:</b> Dragon Coil Technique \\
 
 
 
Even the mightiest Exalt can sometimes fall to sheer weight of numbers. Tackled
 
from all sides by any number of attackers can drag the most puissant man down.
 
The Solar with this Charm need not fear this fate. In a flash of Essence and a
 
resounding boom like a clap of thunder the Solar stands to his feet and flings
 
anyone who wold seek to hold him down away in streaks of golden light.
 
 
 
When this Charm is activated anyone currently grappling with the Exalt is
 
instantly throw the Exalt's Strength + Essence in yards away from him. This
 
effects anyone who is trying to grasp or restrain the character in any way.
 
Characters sent flying may make a Dexterity + Athletics check (diff 2) to roll
 
to their feet or otherwise land able to battle. Those flung away by this Charm
 
take no damage from the blast, but may find themselves in bad positions if they
 
are near something hazardous.
 
 
 
Normally this Charm is perfect in effect. However if used against exceptional
 
holds such as certain Charms or special abilities of certain creatures it can
 
fail. In such circumstances the Storyteller is free to determine a base
 
difficulty for a Strength + Brawl roll to escape the restriction. For instance,
 
if the Solar was just wallowed by a behemoth they may find themselves facing a
 
difficulty of 5 (or more!) to use this Charm to instantly escape. This Charm has
 
no effect on inanimate objects holding the character (such as chains or cages)
 
but it does specifically effect any sorcerously animated objects or magical
 
spells which attempt to bind the character in place (generally you must score
 
the spells Circle x 2 successes to escape their grip).
 
 
 
== Comments ==
 
On Sword Breaking Blow I'd probably go with the artifact rating for the repair difficulty, instead of a flat 4.  Feels a little more appropriate. -EndlessChase
 

Latest revision as of 01:15, 6 April 2010

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