Difference between revisions of "SolarBrawl/FlowsLikeBits"

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[[SolarBrawl|Back to Solar Brawl]]<br>
 
[[SolarBrawl|Back to Solar Brawl]]<br>
 
Back to [[FlowsLikeBits]] <br>
 
Back to [[FlowsLikeBits]] <br>
[[FormatStandardsSolarBrawl/FlowsLikeBits/CharmFormat]] for refrence <br>
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[[FormatStandards/CharmFormat]] for refrence <br>
  
 
=== Other Weirdness Tree ===
 
=== Other Weirdness Tree ===

Latest revision as of 01:17, 6 April 2010

Back to Solar Brawl
Back to FlowsLikeBits
FormatStandards/CharmFormat for refrence

Other Weirdness Tree

Be the Ball Method

Cost: 4 motes  
Duration:Instant 
Type:Reflexive 
Min. Brawl: 4 
Min Essence: 2 
Prereqs:Heaven Thunder Hammer, Rolling with Blows Method 

Sometimes, rolling with a powerful blow is the best one can do. And sometimes, one can turn them to their advantage. As long has the attack has some successes that are not negated by a dodge, the brawler may activate this charm. When they do so, they are automatically knocked back one yard per attack successes in a direction of their choosing. Additionally, they may use their flight crash into another enemy. This is a reflexive Dex+Brawl attack. This is considered a counterattack even though it does not usually target the original attacker. This charm may be used against counterattacks, but one may not target another character when doing so, as there insufficient time to guide the movement.

Improvised Weapon Tree

Unbreakable Bottle Technique

Cost: 3 motes 
Duration:Scene 
Type:Reflexive  
Min. Brawl: 2 
Min Essence: 2 
Prereqs:none 

The brawler uses whatever weapons are at hand. Unfortunately, these tend to be depressingly fragile at times. With this charm, the brawler imbues his weapons with his own strength. Improvised weapons act as though the were make out of metal and have the resilience of an ordinary weapon as long as the Exalt is touching them. This even includes objects such as paper fans and sashes that would ordinarily be to weak to use as weapons. He may reflexively activate and reactivate this effect while this charm is active, thus an exalt could break a bottle to generate a sharp edge and then parry a sword blow with it. Objects affected by this charm allow the Exalt's blows to do lethal damage, and he may parry lethal attacks with them without a stunt.

Improvised Wonder Prana

Cost: 4 motes + attunement cost 
Duration:Instant 
Type:Reflexive  
Min. Brawl: 3 
Min Essence: 2 
Prereqs:Unbreakable Bottle Technique 

The best improvised weapons are really big ones, with sharp edges. Unfortunatly, these tend to be to large to lift. With this charm, the brawler may quickly force attunement to an artifact. This displaces any previous attunment, and has the normal attunement cost. It makes the object light enough to weild, but does not grant access to the artifacts normal powers. The artifact is treated as having the statistics of a smashfist, and may be used with the Brawl ability, magical material bonuses apply normally.

Solar Brawl : Defence Tree

Rolling with Blows Method

Cost: 5 motes 
Duration:Scene  
Type: Reflexive 
Min. Brawl:2 
Min Essence:2 
Prereqs:none 

With this charm, the Exalt learns to roll with an attack, blunting it's force and preventing it from harming him. He may add his Essence in dice to all Brawl parry attempts and may parry lethal damage without a stunt.


Grinning Defence Prana

Cost:2 motes 
Duration:Instant  
Type: Reflexive 
Min. Brawl:3 
Min Essence:2 
Prereqs:Fists of Iron Technique, Rolling with Blows Method 

With this charm the Exalt learns to parry blows using only his skin.(grinning while doing so is optional). This does not have to be the skin on his hands or arms, any part of the body works fine. He may parry a single blow using his full Dex+Brawl pool.


Essence Skin Technique

Cost: 1 mote per 2 dice 
Duration:Instant  
Type: Reflexive 
Min. Brawl:3 
Min Essence:2 
Prereqs:Grinning Defence Prana 

With this charm, the Exalt channels essence through his skin, aided his ability to parry blows with it. Each mote spent on this charm adds two dice to a brawl parry attempt. The Exalt may no more than double his Dex+Brawl pool.


Ringing Anvil Method

Cost: 5 motes, 1 willpower  
Duration:Scene 
Type: Reflexive 
Min. Brawl: 5 
Min Essence: 3 
Prereqs:Essence Skin Technique 

Like the anvil, the exalt can stand up any number of blows, as long as they are not incredibly powerful. For the rest of the scene he may parry anticipated attacks with his full Dex+Brawl pool. He may parry lethal blows without a stunt and may use any part of his skin.


Body of the Sun Approach

Cost: 4 motes, 1 willpower 
Duration:Instant 
Type:Reflexive 
Min. Brawl: 5 
Min Essence: 3 
Prereqs:Essence Skin Technique 

This charm allows the Solar to temporarily imbue his body with the strength of Orichalum. For just an instant, it can stop almost any force. This allows the Exalt to parry any single attack he is aware of, even ones that are normally unparryable.

Comments

I was kinda going for visuals here. I like the idea of someone just taking a blow, but soak charms don't really do that (and making one to do it would be highly broken or expensive), hence, this tree. -FlowsLikeBits

If you made a charm that reduced successful damage, you might get something better out of it. Like, in normal combat, maybe a charm that would reduce all damage done to the character by 1, and it could even get rid of ping. In PC, change it to the Brawler's essence. Not that this is bad, but the defense tree is pretty plainly Melee without a weapon. ~ Andrew02