AbyssalBrawl/LeumasWhite

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Abyssal Brawl Charms

by LeumasWhite


Shard-Forcing Strike</b>
<b>Cost: 6 motes
Duration: Instant
Type: Simple
Min. Brawl: 5
Min. Essence: 2
Prereqs: Bone-Shattering Blow

With deadly accuracy, the Abyssal strikes at the target’s bone; not to directly injure, but to break off splinters that will move into the target’s body, piercing organs, arteries and veins. The Abyssal makes a normal attack; if it hits, the Abyssal rolls no damage dice. Each turn the target attempts any sort of action, they take one die of damage. This damage may be reduced by natural soak, and hardness provided by such soak, but not that provided by armor. The target may make an Stamina + Endurance roll each turn to fix this; this is a full turn’s action, made at a difficulty of the Abyssal's Essence. On a success the target will not take any more damage from the splinter, though the action spent trying to do so inflicts the damage as normal. If multiple shards are present, count them as one, with the damage and difficulty to remove increasing by 1 for each additional shard. These shards will break down into harmless atoms within the Abyssal's Essence in hours, or may be removed with a difficulty 3 Intelligence + Medicine roll and a few minutes of surgery.


Body-Piercing Armor Assault</b>
<b>Cost: 5 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 4
Min. Essence: 2
Prereqs: Scouring Erosion Method

Hands hardened with death essence, the Exalt’s blows punch through armor as if it were paper, driving broken metal through flesh and bone. On a successful hit, the target’s armor soak (both bashing and lethal) is reduced by an amount equal to the Abyssal’s Brawl, and a number of dice equal to this amount are added to the damage of the attack. This Charm cannot reduce a target’s armor soak below 0. Against mortal armor, this damage is permanent; it will require serious work to repair. Magical armor is much more resilient, and the reduced soak only applies to the supplemented attack.


Rush of Broken Blood</b>
<b>Cost: 7 motes, 1 Willpower
Duration: One Scene
Type: Reflexive
Min. Brawl: 5
Min. Essence: 3
Prereqs: Blood-Drinking Palm

Fueled by a twisted lust for pain, the Abyssal becomes a roaring wave of violence, crashing into his foes again and again. Contrails of blood follow his every strike, and he turns even the corpses of the fallen into his weapons. Each time the Abyssal kills a target, he may make a reflexive attack with the corpse against another target within range. This is a normal unarmed attack, with the Abyssal’s Essence added to the damage, as he breaks apart bodies and uses shattered limbs to wound his enemies.


Savage Blood-Walking Grasp</b>
<b>Cost: 6 motes, 1 willpower, one lethal health level
Duration: One scene (or until broken)
Type: Supplemental
Min. Brawl 5
Min. Essence 3
Prereqs: Blood-Drinking Palm

Forcing her fingertips into gruesome hooks, the Abyssal may take hold of the victim’s blood and pull them back and forth like an obscene puppet. This charm enhances a normal unarmed attack, which does lethal damage if it did not already. If it does at least one health level of damage, a rope of blood forms between the target and the Abyssal, allowing her to control the victims’s movement. She may force the target to move Strength x 3 yards each turn as an action, which counts against their normal movement; they may make a reflexive Stamina + Resistance roll each turn to resist, with every success returning to them one yard of movement.

The rope may be broken if sufficient damage is done to it; it takes damage as an object, with a soak equal to the Abyssal’s Essence plus the target’s remaining health levels, and an amount of its own health levels equal to this soak. The difficulty to attack the rope is 3, due to its unpredictable writhing. This Charm may explicitly be part of a Combo, despite it’s non-instant duration (though other Charms will only apply to the initial attack).

Comments

For Shard-Forcing Strike what can another person do to try to fix the damage? Both are cool charms as well.-BogMod

I was going with "nothing." I figure the shards move too quickly for surgery to be effective, so all a friend could do would be to help heal the damage the victim incurs trying to remove the bloody thing. - LeumasWhite

It seems odd to have it be a Medicine roll that other people can't make. Medicine should be easier to practice on other people. - NatalieD

Yah, but I couldn't think of any other skill. Endurance? Resistance? I dunno, Medicine seemed closest. If anyone feels like offering an alternative, I'm open to ideas. - LeumasWhite

I think others should be able to make Medicine checks to remove the shards in non-combat situations (i.e. after combat, since the shard will stick around for hours), but an Endurance check seems reasonable for in-combat rolling with it. Also: Rush of Broken Blood is insane, but in an excellent way. I'm tempted to recommend it to my group's Midnight-caste Brawlmonkey. -- AntiVehicleRocket

Modified Shard-Forcing Strike a bit. And glad you like the other one. - LeumasWhite

I think Body-Peircing Armour Assault should be instant against 5MM or other magical armour. That is, I don't think it should damage the armour at all, simply reduce it by that much soak (and add that much damage) for the single attack it's applied to. It's a low essence, moderate ability charm, with only two pre-requisites... I don't think it's appropriate to have three or four applications of this charm make anything up to superheavy plate useless, even if it's only for a scene. Alternatively, you could state that the effect can only be applied once to magical armour, but I prefer the instant-only effect.
-- Darloth

Woo, been a while since I looked at these. Three applications of it would cost 15 motes, but I see your point... changing the text now. - LeumasWhite