SolarBrawl/BogMod

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Charm-Stunning Blow

Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 4 
Minimum Essence: 3 
Prerequisite Charms: Ox-Stunning Blow

Like the energies that keep a person alive the power of essence maintaining a charm can be disrupted with the right strike. A single punch to the body can cause damage that with time the body will heal. With this a single punch to a body will disrupt a charm for a few seconds to turn the fight.

This charm must be activated before the attack roll is made. On a successful hit and damage one persistant charm with a longer then 1 turn duration the target has up will be temporarily disrupted. The charm does not work for a number of turns equal to the users brawl. They can restore the charm's effects before that time though by spending the motes and any other costs of the charm again.


Grappling The Unleashed Essence Technique

Cost: 10 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Brawl: 5
Minimum Essence: 4
Prerequiste Charms: Charm-Stunning Blow

With this charm a solar can through using his essence to empower his body and moves take hold of even the intangible inner essence patterns of a spell and subdue and control it. When the solar comes into contact with a spell she may make a Clinch roll at a difficulty of the spells Circle and the caster's essence. On a successful roll she has two choices. Redirect the spell at the original casters strength but directed how the Solar chooses or to cause the spell to collapse as if it was dispelled by countermagic of the same circle by the solar.


Hidden Hammer Strike

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 3 
Minimum Essence: 3 
Prerequisite Charms: Thunderclap Rush Attack

There are two ways to hurt someone. With muscle and flesh and steel or with lethal intent. A strike with proper intent needs not rely on leverage and muscles to hurt, the power of the strike is all in the intent.

With this charm a solar can make a full strength brawling attack with only the slightest of movements. A caress to the cheek could do it, or shifting your shoulder into a captor who has you bound and tied up but close enough for the barest of touches. You must touch the target to do this but you can make a full dice attack roll and damage roll assuming you can touch your target.


Breaking on the Cliffs

Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 3 
Minimum Essence: 1 
Prerequisite Charms: None

A solar is the invinceable brawler, the unstopable wrestler and the master of the unformalized ways of fighting. This is shown in one this early defensive charm.

The solar may parry without a roll any unarmed attack. A character must actually be completely unarmed for this to work, the use of a brawling aid or martial art weapon stops this charm from working though charms that merely allow you to do lethal do not. This does not work against attacks that can not be blocked or attacks without a physical component. The solar must be aware of the attack. This is not a perfect defense.


Smashing on the Shore

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 3 
Minimum Essence: 2 
Prerequisite Charms: None

The attack comes, and the solar endures it, and the attack retreats. Such is the way of the sea and combat. Strike then withdraw to strike again. Such is the way of the solar to withstand each strike.

The solar can roll a parry against any attack that is not specifically unblockable. He can do this while unarmed or while wielding a brawling aid.


Shifting Sands of the Shore

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4 
Minimum Essence: 2
Prerequisite Charms: Smashing on the Shore, Breaking on the Cliffs

Wether hit or miss, struck or parried battle shifts and turns from moment to moment. The upperhand becomes lost or grows into a greater advantage all in the space between thoughts.

The solar may make a reflexive clinch roll against anyone who attacks her with a hand to hand attack. This roll is made after the attackers attack roll is made but before damage. This can not be used in response to counterattacks.


Shifting Body Betrayel

Cost: 3 motes
Duration: Instant
Type: Instant
Minimum Brawl: 4 
Minimum Essence: 3 
Prerequisite Charms: Shifting Sands of the Shore

While in a clinch normally you have no defense. If your foe has a friend you might be in serious touble...without this charm at least. With it you may roll your clinch pool as a defensive roll against your opponents attack.

If you beat his attack then he strikes his friend instead. If you don't beat their roll any successes you have reduces the successes of his attack.


Theft of Armory Method

Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 4 
Minimum Essence: 2 
Prerequisite Charms: Smashing on the Shore, Breaking on the Cliffs

While fighting unarmed is all well and good there are times when you need the extra advantage of a big weapon. Where do you get these if you don't have one on you? Why from your enemy of course.

The character makes the standard disarm roll at difficulty 3 and the target defends as normal from it. However if this roll succeeds there is no Wits + Combat Ability roll to keep the weapon for the target. She loses the weapon and the solar gains it. This only works on weapons that are not magical.


Storm Breaks on the Mountain

Cost: 7 motes, 1 willpower
Duration: One Scene
Type: Reflexive
Minimum Brawl: 5 
Minimum Essence: 3 
Prerequisite Charms: Shifting Sands of the Shore, Theft of Armory Method

This charm lets you reflexively make a parry roll against any incoming attack using your unarmed fists or a brawling aid. This charm does not let you parry charms that are unblockable but does let you parry lethal attacks with your bare fists.


Ducking Under Reach Method

Cost: 3+ motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4
Minimum Essence: 2
Prerequisite Charms: Thunderclap Rush Attack

One of the brawlers greatest disadvantages is his reach. Those with sword or spear can hold him off, the length their weapons provide letting them strike and keep him back. The skilled brawler knows how to remove that advantage, getting in close to where its hard to properly manage the weapon and strike their foes during that moment. For every three motes spent the solar adds 3 to his initiative and 1 to his brawling attack pool for that turn.


Thundering Lightning Stun

Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms: Ox-Stunning Blow

A trained brawler can leave a foe reeling and unable to fight by simply just hitting them so hard that they just stand there stunned and do nothing. A quick and skilled brawler can use this idea to ruin an attempt to hit them. As the attack comes they step up and quickly strike their foe in one of many possible places, hoping to ruin the attack with a stunning effect.

When a foe attacks the character may activate this charm and immidiently perform a brawling attack back at them. This attack is resolved first. Should they brawler hit the target and deal damage then the attack on them is cancelled. The nature of this charm limits the attack the brawler makes to a max of one bashing damage. Should the attack not do any damage at all then the attack successes she has count as parry successes and this was her parry attempt for that turn. This means you can't try this, fail and still try to parry with a sword or use another parry charm to help you evade.


Creation Eclipsing Fist Technique

Cost: 5 motes, 1 willpower, 1 health level
Duration: Variable
Type: Simple
Minimum Brawl: 7
Minimum Essence: 7
Prerequisite Charms: Adamantine Fists of Battle

One of the more unique charms of the first age it was rarely used or needed to be used as were many of the solar's greatest charms. With the activation of this charm the solar lifts his fist above his head and a great shimmering fist of gold 10 yards wide appears in the air above him. Then with a roar he brings his fist and in turn the golden fist down causing the air to shudder and all within the solar's essence * 10 yards to be bathed in its light. After that point for the rest of the round no one with a permanent essence lower then the solars can spend motes of essence on anything. The solar may keep this charm going each turn by spending 5 motes and a health level at the start of each turn, the strain of containing such divine power in others taking its toll. This charm is not infallible though. The sidereal martial arts charms to disrupt charms can be used before it starts to interupt it as does any dragon armor in its area of effect. Such armor though not designed against this charm was designed against charms like it. Also charms allready in effect that cost nothing to maintain or use are not stopped.

Comments

Smashing on the Shore and Breaking on the Cliffs seem slightly backward to me; an automatic parry vs. a rolled one seems a trifle odd, even with the caveat that the auto only works on unarmed attacks - and as an aside, there should be a definative clarification on that, to state whether Brawling Aids and MA Sig Weapons count as "unarmed" for this Charm. Maybe up the Min. Brawl on Breaking on the Cliffs to 3, and make it and Smashing on the Shore lateral Charms, rather than "this leads to" Charms? Just a thought. Otherwise, good stuff! - Ashande

Changed and changed. -BogMod

I'm also a little concerned about the relative power levels of the first two charms (the charm-disruptor and brawl-counterspell). Both exploit weaknesses in the system and the (in my opinion) poorly written spell-shattering palm to allow the disruption of effects created by those much more powerful than you. Should it really be as simple as using an Ess 3 charm to disrupt the scene-long Essence 8 effects set up by the FaFL? What about an Ess 4 charm that allows the disruption of a Solar circle spell at only diff 8 (5 Ess caster, most likely, plus 3 for the circle), when the brawler has the ability to combo the effect to easily get 8 successes, while no charm nor means yet exists (other than Soul-Shaper Form) to increase the difficulty of the shattering? A simple recommendation is to allow the first one to only work on scene-longs with Essence requirements lower than the attacker's own Essence, and the second one should probably have more requirements as well. Again, this is just my opinion, and I also think SSP is overpowered, so feel free to disagree. - GregLink

What combo can the Brawler easily make to get 8 successes? Brawl lacks an easy-to-use dice adder like Excellent Strike. Supremacy of War Method and Inevitable Victory Meditation cannot be comboed because of its duration, and Irrespresible Bravery Tactic only functions when you use a stunt, and only converts stunt dice into successes.

Myself, I do not really see why it should be terribly difficult to disrupt. Solar charms have allowed the trumping of more powerful based effects from the get-go in their perfect defenses. How much Essence does it take for HGD to work? To be honest, it just seems like a load that Solars get limited to only affecting those with equal or lesser essence effects when charms like Shun the Smiling Lady work no matter the essence levels involved. Comparing those charms only to their immediate analogue is too narrow a view. ~ Andrew02