DragonBloodedBrawl/GoldenCat

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Fluid Combat

Rushing Current Strike
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Brawl: 2
Minimum Essence: 1
Prerequisite Charms: None
The Dragon-Blooded learns to strike like the rushing currents, his strikes as precise as the tides of the world, his fists striking with the weight of the oceans on their back. Add two dice to the character's Brawl dice pool for every mote spent; however, a Dragon-Blood cannot more than double his Brawl Ability (plus any relevant specialties) with this Charm. The player must declare that he is using this Charm and spend the Essence before making the attack roll.

Resurgent Wave Technique
Cost: 2 motes per reroll
Duration: Instant
Type: Reflexive
Minimum Brawl: 2
Minimum Essence: 2
Prerequisite Charms: Rushing Current Strike
The Dragon-Blooded learns to be like the waves crashing against the shore, that begins to push the water back to reform, as others come behind it to crash again, again and again the sea crashes the same way, different and yet the same. Using this Charm, the player may reroll the character's Dexterity+Brawl completely. He can reroll a number of times equal to his Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully accurate) movement is completed.

River Seeks the Sea Technique
Cost: 1 mote per 1 difficulty
Duration: Instant
Type: Supplemental
Minimum Brawl: 3
Minimum Essence: 2
Prerequisite Charms: Resurgent Wave Technique
Much like the river seeks the sea, going through or around any and all obstacles in its way, be they sand, earth, holes, canyons or mountains, so do the character’s strikes seek the enemy’s flesh, and go around any and all obstacles, and like the water, strike true. Every mote spent on this Charm ignores 1 point of cover difficulty penalty to strike an enemy. River Seeks the Sea Technique may be invoked at any point before active defenses are applied.

Tsunami Tears the Forest Technique
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Essence: 2
Prerequisite Charms: River Seeks the Sea Technique
Struck by the great waves of the West, a forest is torn asunder, and great trees, ripped from the earth, float high in the Wave's wake, flung far from their home! Using Tsunami Tears the Forest, the character becomes exceedingly adept at flinging improvised weapons at his foes. When holding an improvised weapon and using it to throw at an enemy, he rolls his Strength+Brawl, ignoring any accuracy penalty from the improvised weapon and adding his Essence to the weapon's damage, which reaches as far as (His Essence Score x20) yards away.

Savage Tide Method
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Essence: 2
Prerequisite Charms: River Seeks the Sea Technique
Like the sea crashing against the shore, algae and coral and rocks and logs and pieces of ships coming with the angry tide, the Chosen brings anything and everything down on his opponents with the force of the ocean behind them! Add a number of dice equal to the Chosen's Strength to an attack made with a Improvised Weapon. This Charm has no effect with real, balanced weapons.

Ebb and Flow Approach
Cost: 3 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms: Savage Tide Method, Tsunami Tears the Forest Technique
Mastering fluid combat movements, the Chosen moves like the water, accepting everything and using everything that falls upon it to strike at the shore! For the remainder of the scene the character may pick any object that could be used as a real or improvised weapon within arm's reach, or discard any on their hands, without need for a roll, even if they are too heavy for the character to bear - lower the Strength+Athletics requirement to lift them by half the Chosen's Brawl score(rounded down) as long as this Charm is in effect.

Flowing Water Stance
Cost: 2 motes per turn
Duration: Until Abandoned
Type: Reflexive
Minimum Brawl: 5
Minimum Essence: 2
Prerequisite Charms: River Seeks the Sea Technique
Water adapts. It flows into the shape of what contains it, filling it, going through it in any way it can. With this Charm, the Dragon-Blooded learns to move in much the same way as Water during a fight, adapting to his opponent's every movement. The Dragon-Blooded must have seen the enemy fighting for at least one turn before using this Charm - as he does, he receives +1 to his Speed, Accuracy and Defense(unarmed or not) against his enemy for the remainder of the turn. Every subsequent turn this Charm is maintained adds +1 to this total, up to the Dragon-Blooded's Essence. If the Dragon-Blooded ceases using this Charm, or the enemy shifts his fighting style(for example, shifting weapons, or Martial Arts Forms) the bonuses are all lost. An group of enemies that fight all in the same way - such as wolfmen with their claws and fangs or scarlet legionnaires with their spears - count as a single opponent for the purpose of this Charm.

River Strength Method
Cost: 2 motes per turn
Duration: One Turn
Type: Reflexive
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: River Seeks the Sea Technique
The river may not be contained! Those that attempt to bar the path of the river find it nigh impossible, for its pressure increases every passing moment as more and more water comes to increase its strength and mass! On the first turn this Charm is used, the character may add 1 to his Strength+Athletics to break anything obstructing his path, and each subsequent turn this Charm is used this bonus increases this by 1, to a maximum bonus of the character's Brawl score. However, if it is not enough, the water essence channeled through the character pours back, dealing dice of damage equal to the character equal to his own Essence. This Charm may be used in a Clinch, and it reduces the Soak of the clinched enemy and increases the character's damage by 1 for every turn this Charm is maintained, to a maximum of his Brawl score.

Wall of Waves

Tide-Breaking Barrier
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Brawl: 2
Minimum Essence: 2
Prerequisite Charms: None
High like the waves, breaking in spectacular foam, the character is like the barrier of waves that prevents smaller vessels from leaving the shores, pushing his enemies back. The Exalted can improve his Parry pool with this Charm, at the cost of one mote of Essence for every two dice added to his Parry pool for this Parry attempt. As with most charms of this type, no more dice can be added than the character's Brawl trait plus relevant specialties.

Sliding Water Defense
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 3
Minimum Essence: 2
Prerequisite Charms: Tide-Breaking Barrier
The Ebon Dragon’s skin becomes much like slick, wet ground, and those that touch it seem to simply slide forward, losing their grip and balance. The Chosen receives a bonus Bashing and Lethal soak equal to his Brawl trait, and anyone that directly strikes the Ebon Dragon must make an Dexterity+Athletics roll with a difficulty equal to the Dragon-Blooded’s Essence, or else their blow simply ‘continues’ on from the Dragon-Blooded, pushing them forward and making them fall prone, needing an action to get up, and receiving the usual penalties from fighting prone.

Rushing Stream Fountain
Cost: 4 motes, +1 mote per turn
Duration: Essence in turns
Type: Simple
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms: Sliding Water Defense
Water can make a ground treacherous, easily making others slip and fall. With Rushing Stream Fountain, the chosen creates a fountain from the ground at his feet, pouring out pure elemental essence in a stream of water or mud. This stream reaches out to (the Chosen's Brawl x10 yards) and is only wide enough to get in the way of one enemy for every dot of permanent essence the Dragon-Blooded possesses. Those caught in the stream receive an environmental penalty to their actions equal to the half the Dragon-Blooded's Brawl(rounded up) and must make a reflexive Strength+Athletics action with a difficulty equal to the Chosen's Essence to keep their feet, and take a dice action to make the same roll if they wish to leave the stream.

As long as they remain on the stream, they subtract the chosen's Brawl score from their movement upstream, and add the Chosen's Brawl score to their movement downstream. The stream is even more effective if it goes downhill at an enemy - then, the enemy instantly slips and is knocked back a number of yards equal to twice the Chosen's Brawl score each turn, minus one for every success in his reflexive Strength-Athletics action.

Wave-Scattering Defense
Cost: 2 motes per 3L/1B
Duration: Instant
Type: Reflexive
Minimum Brawl: 3
Minimum Essence: 2
Prerequisite Charms: Tide-Breaking Barrier
Upon being struck, the Dragon-Blooded becomes like the waves... dissipating raw damage in the air like foam, droplets of water scattered by the blades that cannot cut the sea. Each 2 motes spent lower the raw damage of an attack by 3L or 1B - the water is barely moved by the slash of a sword, but utterly broken by the fall of a Sledge. It may not lower the raw damage below the attack's minimum damage.

Crimson Ripple Technique
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms: Wave-Scattering Defense, Sliding Water Defense
Striking a pond sets ripples in motion, a strong enough strike creating waves that can topple a man! And striking the Elemental God that is the Dragon-Blooded sets ripples stronger than a mountain falling on a pond. When struck by any physical strike and after damage has been rolled, the Dragon-Blooded may create ripples in an area equal to his Essence in yards. Everything in this area is dealt environmental damage equal to the amount suffered by the Dragon-Blooded, or half(rounded down) if the Stamina+Resistance roll is successful(the difficulty is equal to the Dragon-Blooded's Essence score), and as usual for Environmental Damage, armor does not protect, but Stamina-based soak does(However, this counts as an attack from the Dragon-Blooded, having the same minimum damage, instead of being soaked to zero).

Charms that protect against Water, such as the Solar Element-Resisting Prana and (Element)-Denying Method, the Sidereal Water and Fire Legion, and the Terrestrial Mantle of (Element) Invulnerability protect against this damage as they would against any other damaging charm effect. The Dragon-Blooded shares the shock and pain, still suffering all the damage himself. Teams of resilient Peleps Dragon-Blooded use this Charm in unison, each absorbing and spreading the other's ripples, quickly destroying even strong enemies caught in those chaotic river rapids, even if at a high cost to themselves.

Water Flesh Method
Cost: 5 motes
Duration: One Turn
Type: Reflexive
Minimum Brawl: 3
Minimum Essence: 3
Prerequisite Charms: Wave-Scattering Defense
The flesh of the Ebon Dragon becomes almost like water, parting like liquid in the way of enemy attacks. For the remainder of the turn, all enemy attacks dealing lethal damage deal only their minimum damage(this charm is meant to be used with Power Combat), while attacks associated with fire double their raw damage. Bashing and Aggravated attacks deal damage normally.

Aquamarine Sheath Meditation
Cost: 4 motes, 1 willpower +1 mote per ally
Duration: One Scene
Type: Simple
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms: Water Flesh Method
Holding water between both hands, the Chosen closes his eyes and lets his essence course through it, making the water shine. Then, with swift movements, the Chosen splashes this water over himself and a number of allies, and the droplets expand like an anima, enveloping them in water might. The water makes them more slippery to hold, adding the Chosen's Brawl in difficulty to clinch the Chosen or prevent him from escaping a clinch(the intention must be declared beforehand), and softens blows, giving them the Charm user's Brawl score in -0 Health Levels. Those are always the first the Chosen loses, and they are gone when damaged; They may not be healed, but simply disappear, splashing about. A character may not benefit from more than one instance of this Charm at the same time.

Wave's Grasp

Distracting Squall Gesture
Cost: 1 mote
Duration: One Turn
Type: Reflexive
Minimum Brawl: 2
Minimum Essence: 1
Prerequisite Charms: None
To strike the Dragon-Blooded is a heinous crime to every droplet that falls on the word, and raindrops, the water under one's foot or on a waterfall all move around, like a school of fish in the air to splash against the foe, hindering his sight and his movements... to use this Charm, the Dragon-Blooded must name a target within his Essence in yards, who has at least some manner of water close to him - ponds, squalls, brooks or jars of water in nearby stands, no more than the Dragon-Blooded's Essence in yards from the target. All droplets come out, flying towards his foe. For the remainder of the turn, this foe receives a one-die environmental penalty to all his actions. This Charm does not stack with itself, but a single Dragon-Blooded can use it on different targets in a turn.

Sphere of Crushing Waves
Cost: 4 motes, 1 willpower
Duration: Brawl in turns
Type: Supplemental
Minimum Brawl: 3
Minimum Essence: 2
Prerequisite Charms: Drowning Embrace, Distracting Squall Gesture
Gathering his fist and striking at a foe, the Water Aspect pulls all the water from around him and gathers it around his foe, lifting him in the air, in the grasp of a water cell. This Charm may only be used when the foe is close to a mass of water as great as a full tub of water(great ponds count, as do the anima of a Water-Aspected Dragon-Blooded at its 12+ level), and works as a Clinch Attempt. If the clinch attempt is successful and this Charm, the Dragon-Blooded's foe is held in the sphere.

Those clinched in the Sphere begin to drown, suffering one Health Level of Bashing Damage every turn, and receiving an environmental penalty equal to half the clinching Dragon-Blooded's Essence(rounded up) to their attempts to break free of the clinch. The foe cannot attempt to take control of the clinch, his only option to try to escape the orb of water if he is successful in the clinch contest, as they are not in contact with their assailant. The Dragon-Blooded may maintain the clinch one-handed and do anything else with the rest of his body(one palm must touch the sphere). He must not move any more than (his permanent essence in yards) in any turn this Charm is maintained.

When this Charm ends, the Dragon-Blooded may simply renew it, paying another 4 motes and 1 willpower. If an ability such as a Fire-Aspect's Anima Ability is used within the Sphere, both the Water Aspect and his Foe roll their Essence ratings reflexively - if the Fire Aspect or user of any such ability wins, the sphere is destroyed, if they fail, their flame is doused.

Drowning Sphere Gesture
Cost: None
Duration: Permanent
Type: Special
Minimum Brawl: 4
Minimum Essence: 3
Prerequisite Charms: Sphere of Crushing Waves
The Dragon-Blooded has no need to touch his foes - water sings to him, and he knows how to make it move from far away. This Charm enhances Sphere of Crushing Waves. By paying 1 extra willpower when using that Charm, the Water Aspect may use it on any foe on (Brawl x10) yards, without the need to touch to make the clinch roll, and may move any way or as much as he wishes as long as he does not lose the sphere from sight.

Rain of Liquid Knives
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Brawl: 4
Minimum Essence: 4
Prerequisite Charms: Drowning Sphere Gesture
With this Charm, the Dragon-Blooded builds upon the principles of water that allow a flowing orb to hold his foes... but instead of holding their forms, a whirlwind of liquid claws rend their body and soul with the might of the Water Dragon's Fangs! This Charm may only be used when the foe is close to a mass of water as great as a full tub of water(great ponds count, as do the anima of a Water-Aspected Dragon-Blooded at its 12+ level if the Dragon-Blooded is not far from the foe) and may be used on any foe on (Brawl x10) yards. The foe is enveloped by a rain of water knives, cutting his body! The foe suffers Environmental Damage equal to the Dragon-Blooded's Essence, and must roll their Stamina+Resistance(with a difficulty equal to the Chosen's Essence) to resist.

If the Stamina+Resistance roll is successful, it only deals half of its damage, as usual for Environmental Damage. Armor does not protect, however, but Stamina-based soak does, and it may lower the damage to zero. Charms that protect against Water, such as the Solar Element-Resisting Prana and (Element)-Denying Method, the Sidereal Water and Fire Legion, and the Terrestrial Mantle of (Element) Invulnerability protect against this damage as they would against any other damaging charm effect.

Calling the Flowing Serpent
Cost: 5 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Brawl: 5
Minimum Essence: 3
Prerequisite Charms: Drowning Sphere Gesture
The Dragon-Blooded possess an intimate connection with Water, able to manipulate it from far away. Calling the Flowing Serpent the Water Aspect fills a body of water at least as great as a deep, large pond with his essence, calling it out as a Dragon of shimmering water to strike down his foes! The character must be no more than (his Brawl score) yards away from the source of water. This is an unparriable attack with a range of the Dragon-Blooded's (Essence x10) yards and dealing lethal damage equal to his Strength+Essence. The dice pool for this attack is equal to the character's Wits+Brawl. Enemies struck by this blow have their knockback tripled, being knocked back one yard per point of raw damage.

Dome of Shimmering Waves
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Brawl: 5
Minimum Essence: 4
Prerequisite Charms: Calling the Flowing Serpent
Underwater, the Children of Danaa'd have great advantages over normal foes. They are not in any risk of drowning, move without hindrance, and even strike at a distance. With the Dome of Shimmering Waves, they bring this advantage to the land! By focusing for a turn, the Dragon-Blooded calls all the water around him, forming a dome of liquid in thin air. The character creates a dome as high and wide as his Essence in yards, and within, all is water. All those caught within as the dome is created suddenly see themselves underwater, under the usual penalties. The dome is, however, immobile. Anyone who moves to its edge may make a Strength+Athletics dice action with a difficulty equal to the Dragon-Blooded's Essence to break free from the dome.

There must be some moisture around the character for this Charm to work, however, at least that of woods, if not actual ponds and brooks. It may be channeled in dry places by a Water Aspect being at least in his 8+ Anima Display and paying 1 Health Level in addition to the normal costs of this Charm. As the Charm ends, the Dragon-Blooded may pay 1 mote to send the water back at its source, or just let it splash away. Several Dragon-Blooded may use this Charm together, the width of their domes merging together to form one great one(however, it will likely require their animas to join together, as any source of moisture smaller than a large pond is consumed by the first use of this Charm).

Breath of Crushing Waves
Cost: 10 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Brawl: 6
Minimum Essence: 6
Prerequisite Charms: Dome of Shimmering Waves, Rain of Liquid Knives, Rushing Stream Fountain.
Breathing hard, the character gathers all moisture around him... and pushes it foward as a crushing wave upon his foes! This Charm may only be used when the foe is close to a mass of water as great as a full tub of water(great ponds count, as do the anima of a Water-Aspected Dragon-Blooded at its 12+ level). It sends a wave of essence that opens in a 30-degree arc from the Exalted, as far as (the chosen's Essence x5) yards!

This is an unparriable, undodgeable Strength+Brawl attack that deals (the character's Strength+Essence x2)B and instantly douses any and all fires, including the anima ability of Fire-Aspected Dragon-Blooded and the coronas of holy fire of the Solar Exalted.Charms and Animas end, and must be re-enacted.

If the Dragon-Blooded has yet to act in a turn, he may use this Charm, and his action, before his initiative as a defense against ranged essence-based attacks. He rolls the attack as usual, subtracting its success from the enemy attacker's - if any successes are left, they act as successes in an immediate counterattack. There is no need to roll when the attack is based on fire - it is instantly and perfectly doused, all successes going to the immediate counterattack.