SolarBrawl/CyanideBreathmint

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by Cyanide Breathmint

With help from Kurotowa, Kenshiro, and Pointyman 2000, I present - the Solar dirty-fighting Brawl tree. None of this uses Power Combat as I don't own the PG, but if you want to convert it over, go ahead. Just post the stats up in this here thread so I can see it.

First, however - the stats for a weapon I'd long wanted to see in Exalted.

 Steel-Toed Boots
 Spd -1, Acc +0, Dmg +1L, Def +1, Min S•

Steel-toed boots are oft-worn by individuals in rough professions, or those who engage in heavy work. The protective covering over the toes prevents nasty injuries to the feet. However, they are also very handy in tavern brawls. Steel-toed boots work as normal brawling aids, except the bonuses and penalties apply only to kick and sweep damage. Although blows inflicted while wearing steel-toed boots deal lethal damage, their wearer still cannot block lethal attacks without a stunt.

Next... the dirty-fighting Charm tree.

Spiteful Gelding Knee

 Cost: 1 Mote
 Duration: Instant
 Type: Simple
 Minimum Brawl: 1
 Minimum Essence: 1
 Prerequisite Charms: None 

The character aims for a vunerable spot of his opponent's body, using Essence to intensify the agony of the blow landing. Damage inflicted for the strike is as normal, however, wound penalties are increased by the attacking character's permanent Essence. Normally this Charm employs a vicious kick to the groin; however, eye-gouges and the like cannot be ruled out.

Tavern-Brawling Mastery

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Minimum Brawl: 2
 Minimum Essence: 2
 Prerequisite Charms: None 

A character knowing this Charm can never be truly unarmed, for everything within reach, including unlikely objects like tankards, becomes a lethal weapon in his grasp. Channelling Essence through his fists, he can make his strikes swift and accurate despite the unwieldy balance some improvised weapons may have. For every mote spent on this Charm, the player may add one die to a single punch or kick but may add no more than the character's permanent Essence. A character using an improvised weapon like a lager glass or chair leg may add one die per mote to his attack but can no more than double his Dex+Brawl dice pool. If he does more damage with the improvised weapon than his Brawl score, his improvised weapon bends, breaks, or becomes otherwise useless and he will have to grab another one.

Vengeful Disfigurement Technique

 Cost: 4 motes
 Duration: Instant
 Type: Simple
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Spiteful Gelding Knee 

The character employing this nasty Charm aims to disfigure an opponent; at least temporarily, with ear-bites, face-gouges or foot-stomps. Roll for hit and damage normally; if a blow enhanced with this Charm lands and inflicts damage, the victim loses one Appearance attribute dot. Repeated uses of this Charm are cumulative; lost dice heal at the same rate Lethal damage does.

Blood-In-Eyes Technique

 Cost: 3 motes
 Duration: Varies
 Type: Simple
 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Spiteful Gelding Knee 

Using an improvised weapon such as a full ashtray, or underhanded tactics such as kicking sand into a foe's eyes or ripping his scalp so the bleeding will obscure his vision, the Exalt may impose visibility penalties upon his foe. The Exalt makes a special attack rolling Manipulation + Brawl, which may be dodged normally. If the blow lands, his opponent suffers -2 successes to all attacks, as though blind, for a number of turns equal to the successes on the Manipulation + Brawl roll.

Vicious Mule Kick

 Cost: 2 motes
 Duration: Instant
 Type: Supplemental
 Minimum Brawl: 3
 Minimum Essence: 2
 Prerequisite Charms: Tavern-Brawling Mastery 

Calling upon his Essence to increase the heft and weight of his blows, the Exalt is even more capable of knocking opponents down and keeping them there. Roll for a sweep or tackle as in Exalted page 240. The successes for the attempt are doubled before the opponent rolls to dodge.

Incomparable Street Fighting Prana

 Cost: 5 motes, 1 Willpower
 Duration: One scene
 Type: Reflexive
 Minimum Brawl: 4
 Minimum Essence: 2
 Prerequisite Charms: Tavern Brawling Mastery, Vicious Mule Kick 

The character must be drunk to use this Charm, or it will provide no benefits. After imbibing alcohol, the penalties it would normally impose to his actions are instead added to his dodge attempts, and his erratic weaving and dodging reduces his attackers' dice pools by his permanent Essence.

Inexorable Crushing Heel

 Cost: 8 motes, 1 Willpower
 Duration: Instant
 Type: Extra Action
 Minimum Brawl: 5
 Minimum Essence: 2
 Prerequisite Charms: Vicious Mule Kick, Vengeful Disfigurement 

Sometimes winning means fighting dirty, and there are few tactics as dirty as stomping on someone who is down. This Charm is the penultimate expression of that. The Exalt's heel comes down on a fallen opponent faster than the eye can track.

So long as the Exalt hits an prone opponent with a kick attack, he may make another attack at his full Brawl dice pool. The character must concentrate all his attacks on one target. This Charm ends when he has done damage a number of times equal to his Brawl score.

- Mel