DragonBloodedBrawl/Ambisinister

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Embroiled Ocean's Might</b>

<b>Cost:  1 mote
Duration: Instant
Type: Supplemental
Minimum Brawl: 3
Minimum Essence: 3
Prerequisite Charms:: Pounding Surf Style

The more agitated the sea becomes, the greater the devastation it can inflict. This is also true for those who draw their strength from Elemental Dragon of Water. These Exalts can channel the weakness caused by the disruption of their flesh into ferocious blows and crushing holds. The Terrestrial who supplements his attack with this charm increases his pre-soak damage by twice his currently wound penalty. Any given attack can only supplemented once by this charm.

Crashing Waterfall Drop</b>

<b>Cost:  3 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms:: Riptide Method

The Dragon Blood who masters this technique is capable of dashing his foes to the earth with the crushing strength of a waterfall. This charm can only supplement a throw manuever. Instead of hurling his opponent away from him, the Exalt slams him to the ground at his feet automatically knocking him prone. Double the damage of the attack after soak but before rolling. (If using my House Rules for grappling, then this charm may only be used to supplement a slam maneuver)

Roaring Rapids Onslaught</b>

<b>Cost:  5 motes
Duration: Instant
Type: Extra Action
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms:: Crashing Waterfall Drop

Those who fall to the mercy of a raging river are battered repeatedly against the stones of its bed and left disoriented or drowned. So too is the fate of those who fall into the arms of the Terrestrial master of this Charm. This charm may only be activated if the Exalt is currently controling a clinch but before he has chosen to hold, constrict, etc. The Dragon Blood immediately slams his opponent into the ground, stunning him. Calculate damage as if it were a constriction attempt. This damage is not modified by clinch aids. The Exalt and his opponent immediately make another clinch control roll. If the Terrestrial wins, he immediately slams his foe again. In the event of a tie or if the opponent wins the charm ends. For each successive slam, increase the damage by one. The number of slams granted by this charm cannot exceed the Exalt's Brawl rating. The last attack granted by this charm may be a throw instead of a body slam. Crashing Waterfall Drop can be used to supplement the slams granted by this charm if they are placed in a combo. In such a case, the willpower cost for Crashing Waterfall Drop need only be payed once. (If using my House Rules for grappling, the sentence Calculate damage as if it were a constriction attempt is replaced with the sentence Calculate damage as if it were a slam attack that inflicts piercing damage)

Comments

I really, really like your charms. However, I think the cost for Crashing Waterfall Drop shouldn't include the willpower. There aren't many Dragon-Blood damage increasers, but taking a cue from Ebony Spur Technique, I think that dropping it is more than reasonable. It's a min 4/3 charm, compared to 3/2. Damage doubling is post-soak as opposed to a pre-soak 1m/2d basis. As a brawler, you don't do much damage against real opponents without other charms, making post-soak damage-double less than awe-inspiring. Lastly, it looks like this was really meant to be comboed with Roaring Rapids Onslaught. The willpower cost is terribly unreasonable when it comes to this, as one would end up spending 6 willpower at the end of it all. When a supplemental charm is comboed with an extra actions charm, you have to use the extra actions to its full extent and use the supplemental charm with every action. Thanks! BlackAndWhite.