DragonBloodedBrawl/GoldenH
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DragonBlooded Brawl Charms by GoldenH
Water Pushes the Boat</b>
<b>Cost: 1m or 3m Duration: Instant Type: Reflexive Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Blade Deflecting Palm
This charm can be activated whenever the character is attacked before her initative. She may now split her action as if she had won init and held her action, but may not attack until after the opponent's attacks have been resolved.
If the character was not aware of the attack, this charm activates at 3m instead of 1m and provides no further defense besides letting the character know she was attacked. If the player does not wish to pay this essence, and remain unaware of the attack, it costs only 1m, and does not suffer from aspect surcharge, but no other effect is gained.
This charm has no effect on thrown or Archery attacks, it does not activate and cannot be activated.
Hair Risking Technique</b>
<b>Cost: 4m + WP + 2m / person Duration: One Turn Type: Reflexive Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Water Pushes the Boat
A true master of the brawling methods no longer has to rely on luck to defend himself. As he fights, he begins warp the currents of essence around him, creating an invisibly thin bubble of water at a radius of 5 yards. Everyone looking into this bubble of water-essence will see the Blooded in a slightly different place than he really is. Thus, thrown and archery attacks against him are more difficult, and any attacks made against him are instead made at a difficulty of his Essence, and the Dragon Blood instinctively knows if he needs to defend against them or not. While no physical thing can pass through the bubble without warning him, objects made of pure essence and dematerialized foes are not affected by the bubble. Also, if the difficulty is beaten, no successes are subtracted, and the difficulty is not added to any parry or dodge rolls (eg if you parry a 5 sux attack and get 2 sux, the diff is not now ess + 2 sux, but 2 sux are subtracted from the attack roll); it is primarily a defense against mortal archers, and beings with an essence higher than the Blooded suffer no minimum difficulty.
This charm only affects thrown and archery attacks.
Weapon-Grasping Palm
Cost: 3m + HL Duration: Special Type: Supplemental Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms: Blade Deflecting Palm
The Blooded has learned how to cause his hand to decrase in consistancy momentarily, allowing him to trap physical objects partly within his hands.
This charm must be activated before the parry is rolled. On a successful parry, the exalt has trapped the weapon in a clinch with his hand. On every turn after the first when the owner of the sword tries to retrieve the weapon, a contested Ability + Strength roll is made. The user of this charm must use brawl, and the user of the weapon must use the ability that he attacks with. If the clinch is not escaped, one die of damage is rolled and applied to the clincher. The damage is of the kind that the weapon deals (Bashing, Lethal, or Aggrivated). Large weapons (such as daiklaives with blades over 8 inches wide) require two hands to hold.
While the weapon is held in the clinch, it cannot be used to parry or attack, but the holder can still dodge and attack with other hands.
The character may stunt, for instance kicking aside a blade, and then kicking them in the face with the other foot. Consider this ok, but they can't then kick them in the face with the same foot they parried the blade with. This means that if you parry with a chair you can't then hit them with the chair, et cetera.
Water-Binding Heel
Cost: 5m Duration: Essence Turns Type: Simple Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms: Riptide Method
The dragon-blooded leans back and gives a mighty kick, coiling the watery essence around his leg and knocking the offender of justice far into the air. If the strike lands (roll normally to hit with a kick), they are thrown through into the nearest body of water (this is a perfect effect- graceful crane stance is not enough). Even if this is just a puddle, not even an inch deep, they will find that it is deep enough to fall into, and even more difficult to get out of. Watery tendrils break from the waves, covering him like an octopus or a squid and locking him in a clinch. He may attempt to break out of its grasp on his next action, treating it as if the DB had, in fact, been the one to initate the clinch, but the DB need spend no other action.
This charm can explicitly be comboed with Riptide Method but no other clinching charms. The pond is, for all intents and purposes, the DB, and the DB can use any charms he would normally use, at range. While the target will be placed in a clinch, obviously, the pond cannot be clinched back, and so it is quite dangerous to those who do not have a way to get free. The held clinch itself is not perfect- only the thrown and knockdown effects, and the first grab by the tenticles.
Wave-Rising Courage
Cost: 2m + WP + HL Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Riptide Method
Even as the winds of a storm whip the waves of the sea into a churning fury, so too do they blow against the one activating this charm, spraying salty foam over everyone downwind of the exalt. For the remainder of the scene, double the Dragon Blooded's Brawl + specialty for any wrestling manuver. This bonus does not apply to non-wrestling manuvers, such as a punch, kick, or parry; it must be used as one of the Wrestling manuvers listed on page 239-240 of Exalted. A clinch, a hold, a sweep, tackle or a throw. This charm does not work with Water-Binding Heel because that uses a kick attack, not one of those five wrestling manuvers.
feedback
Two things:
- I think Water-Binding Kick is overpowered, especially for a Dragon-Blooded. Compare it to another combat charm of equal minimums (like Five-Dragon Form, Refining The Inner Blade, and Invisibly Hidden Chakram Method) and it blows them out of the water, no pun intended. Also, a perfect effect isn't something often found with Dragon-bloods. Or at all for that matter. On top of all that, you have a persistant clinch where you are capable of using more charms from a distance. Maybe this charm would show up in the middle of a Celestial martial arts style, with a willpower added, but here it is just too good.
- After that, I just think that Wave-Rising Courage should swap that health level for a slightly higher mote cost. If these salty winds are being picky as to what maneuvers you're making, they should be friendly enough to not hurt you.
Other than that, I like your charms. In fact, Blade-Grasping Palm was an idea I had but scrapped for a reverse-leaping defense. Keep up the good work! BlackAndWhite.