EwindaleMoss/BrawlMoves

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Brawling System

Brawling, like Martial Arts, consists of multiple specialty move sets. However, the tiers and path followed is much looser than Martial Arts. The Brawler has four main schools of thrashing people to choose from: Striking, Dirty Fighting, Holds, and Throws. Each of these has its strengths and weaknesses. While Brawling doesn't develop the horrifying precision attacks that Martial Arts Masters do, they still retain nasty tricks with which to assault their foes.

Dirty Fighting focuses mainly on giving the opponent penalties to further attacks or taking their turn from them entirely. These attacks are the exact opposite of honorable combat taught by Martial Artists. These techniques are brutal, underhanded, and oftentimes, exceptionally effective.

Striking focuses on pure Strength based damage attacks. Where a Martial Artists might develop a kick that could be used multiple times with good damage or once with crippling force, the Brawler's power increases exponentially while their strength increases. A simple Jab, for instance, on a 5 Strength brute deals 10L pre-soak damage and can be thrown 10 times in a turn if the Brawler has enough dice to split their attack so many ways.

Throws focus on doing massive amounts of damage, inflicting minor penalties, and putting distance between yourself and an opponent while doing so. However, these moves require being in a clinch first and often have poor accuracy to compensate for their incredible power.

Holds are very similar to Throws in that they are often difficult to land. However, also like Throws, once they connect, the results are not pretty. Most Holds do modest damage compared to Throws. Their real strength lies in their ability to snap bones, tear off jaws, or make an opponent scream for mercy.

You will note from these descriptions that Brawlers are built, first and foremost, around the concept of brutality. They are not refined, centered, or otherwise zen. They are typically about breaking people in as short an amount of time as possible. For this reason, they are also the warriors who understand how to become a Berserker.

Berserk Rage is an ability any character with a Brawl of 3 or higher has access to. This ability allows the Brawler to, for a number of turns equal to their Brawl score, reassign all but one dot from each of their Mental attributes to their Physical attributes. The Mental attributes MUST be reduced to one. For purposes of re-alloting points, the cap on Physical attributes raises by the character's Brawl score. (i.e. Shear goes into a Berserk Rage with a Brawl of 3. For three turns, his Mental attributes will be one, and all other dots will be reassigned to his Physical attributes. The cap on said attributes will raise to 8 for the duration of raging (5 cap + 3 Brawl = 8 new cap.))

After Berserking, the character is left physically drained as their overwhelming strength leaves them. They suffer a -2 to all rolls for a number of turns equal to the turns they were Berserking for. At a Brawl score of 5, this penalty reduces to -1.

S = Striking
DF = Dirty Fighting
T = Throw
H = Hold

      • CHART BELOW IS NOT ACCURATE YET, STILL BEING CONVERTED FROM THE MA CHART***

||Attack Name||Accuracy||Damage||Specials||Speed||Type||Minimum Dexterity||Prerequisites||Minimum Brawl|| ||Throw, Nkiyo||0||MA + STR||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Ikkyo Throw||1|| ||Throw, Ikkyo||0||MA||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Joint Lock||1|| ||Throw, Yonkyo||-1||MA + STR +3B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Sankyo Throw||2|| ||Throw, Sankyo||-1||MA + STR +2B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||2||Nikyo Throw||2|| ||Throw, Gokyo||0||MA + STR||DisarmEwindaleMoss/After Dodge||Half Turn||CT||2||Yonkyo Throw||2|| ||Throw, Shihonage||-1||MA + STR +2B||Pain ClinchEwindaleMoss/After Dodge||Half Turn||CT||3||Gokyo Throw||3|| ||Throw, Kotegaeshi||-2||MA + STR +2B||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||3||Shihonage Throw||3|| ||Throw, Kokyunage||-2||MA + STR +3B||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||3||Kotegaeshi Throw||3|| ||Throw, Tenchinage||-3||MA + STR + 2L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Iriminage Throw||4|| ||Throw, Koshinage||-3||MA + STR + 3L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Tenchinage Throw||4|| ||Throw, Iriminage||-3||MA + STR + 1L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Kokyunage Throw||4|| ||Throw, Jujinage||-2||MA + STR + 4L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Koshinage Throw||5|| ||Throw, Kaitennage||-3||MA + STR + 5L||KnockdownEwindaleMoss/After Dodge||Half Turn||CT||4||Jujinage Throw||5|| ||Lock, Joint||0||MA + STR||Submission||Half Turn||L||2||None||1|| ||Lock, Neck||-1||(MAx2) + STR||Submission||Half Turn||L||3||Joint Lock||2|| ||Lock, Spinal||-2||(MA + STR)x2||Submission||Half Turn||L||3||Neck Lock||3|| ||Lock, Choke||-1||(MA + STR)x2||Knockout||Half Turn||L||3||Spinal Lock||4|| ||Closed Fist, Hammer||-1||+2B||Advances to Spinning, Lunging, Crippling||2||SCF||2||Fist||1|| ||Closed Fist, Fist||0||+1B||Advances to Spinning, Lunging, Crippling||1||SCF||1||None||1|| ||Closed Fist, Backfist||-2||+3L||Advances to Spinning, Lunging, Crippling||3||SCF||2||Hammer||2|| ||Elbow, Horizontal||0||+2B||Advances to Spinning, Lunging, Crippling||1||SE||1||None||1|| ||Elbow, Vertical||-1||+3B||Advances to Spinning, Lunging, Crippling||2||SE||2||Horizontal Elbow||1|| ||Elbow, Diagonal||-2||+4L||Advances to Spinning, Lunging, Crippling||3||SE||2||Vertical Elbow||2|| ||Kick, Side||0||+3B||Advances to Spinning, Leaping, Crippling||1||SK||1||Front Kick||1|| ||Kick, Front||0||+2B||Advances to Spinning, Leaping, Crippling||1||SK||1||None||1|| ||Kick, Round||-1||+3L||Advances to Spinning, Leaping, Crippling||2||SK||1||Side Kick||2|| ||Kick, Axe||-1||+4L||Advances to Spinning, Leaping, Crippling||2||SK||2||Round Kick||2|| ||Kick, Invert||-3||+7L||Advances to Spinning, Leaping, Crippling||3||SK||3||Hook Kick||3|| ||Kick, Hook||-3||+6L||Advances to Spinning, Leaping, Crippling||3||SK||3||Crescent Kick||3|| ||Kick, Crescent||-2||+5L||Advances to Spinning, Leaping, Crippling||2||SK||2||Axe Kick||3|| ||Knee, Horizontal||0||+2B||Advances to Spinning, Lunging, Crippling||1||SKNEE||1||None||1|| ||Knee, Vertical||-1||+3B||Advances to Spinning, Lunging, Crippling||2||SKNEE||2||Horizontal Knee||1|| ||Knee, Drop||-2||+4L||Advances to Spinning, Leaping, Crippling||3||SKNEE||2||Vertical Knee||2|| ||Open Hand, Knife||+1||+1L||Advances to Spinning, Lunging, Crippling||2||SOH||2||Palm||1|| ||Open Hand, Palm||0||+1B||Advances to Spinning, Lunging, Crippling||1||SOH||1||None||1|| ||Open Hand, Spear||+1||+2L||Advances to Spinning, Lunging, Crippling||3||SOH||2||Knife||2||