SolarBrawl/Ambisinister
Aegis Overwhelming Strike</b> <b>Cost: 1 mote Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms:: Fist of Iron Technique
By employing essence ignited brute strength, an Exalt may mitigate some of the effect of his foe's armor. Brawl attacks supplemented by Aegis Overwhelming Strike are piercing.
Force Meets Force Attitude</b> <b>Cost: special Duration: Instant Type: Reflexive Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms:: Aegis Overwhelming Strike
Flexibility and durability are the hallmarks of a good brawler. Sometimes taking a hit is inevitable, and a trained fighter knows how take control of such a situation and use it to his advantage. This charm may be activated after an opponent hits, but before damage is rolled. The brawler immediately makes a counter attack. Before rolling damage, compare his damage pool to his opponent's. If the opponent's is higher, the brawler may either buy up his pool to match his opponent's or buy his opponent's down to match his, at a rate of 1 mote per die. If the brawler's pool is higher, he has the option of buying it down to match his opponent's at the rate of 1 mote per 2 dice. If both pools are equal, the brawler may buy them both up or down at the cost of one die per 2 motes. Regardless of the circumstance the brawler can only adjust the pools by a maximum amount of dice equal to his permenant essence + his Brawl score. Once the pools have been adjusted, both sides resolve damage simultaneously.
Offensive Defense Practice</b> <b>Cost: 5 motes Duration: instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms:: Force Meets Force Attitude
A brawler who is confident in his strength and resilience can turn overcome incoming attacks using his superior might. A brawler may activate this charm in response to being attacked but before the attacker rolls his dice. The attacker resolves his attack as normal ignoring any penalties incurred by shields or cover. The brawler then rolls his str+brawl in a contested roll against the attacker's damage roll. If the brawler wins or ties, he takes no damage. If the brawler wins by at least two successes, he will destroy the attacker's weapon if it is mundane. It will take three successes to destroy an exceptional weapon (two will damage it, effectively making it mundane until repaired). It will take four successes to destroy a perfect weapon (Three successes will downgrade it to exceptional, two down to mundane). In the event that the Brawler has any successes left over after destroying his foe's weapon, he may either let them dissipate harmlessly or convert them directly into damage against his opponent. Artifact weapons cannot be destroyed with this charm, although five successes will cause the weapon to be flung five yards from the wielder's grasp. In such a case the brawler may choose to spend any extra successes as damage against the wielder or into throwing the weapon further, at a rate of one additional yard per success. Against ranged attacks, the best the character can hope for is destroying the weapon. Temporary essence based attacks (such as Crypt Bolts) are considered perfect weapons. If the attacker is unarmed, extra success are rolled as damage against him. Should the attacker win, he inflicts his damage as normal, minus the brawler's successes on the roll.
Room Full of Weapons Method</b> (definately a working title) <b>Cost: 3 motes Duration: essence in turns Type: reflexive Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms:: none
Hard to believe, but some problems can't be solved solely with one's fist. Sometimes you need a barstool. Instead of focusing his movements to move in harmony with a weapon, a brawler focusing on being able to strike effectively, regardless of what he has in his hand. While this does not engender the same sense of finesse and elegance that one of his melee practicing peers would, it does lend itself to flexibility. Any ordinary object can be a deadly weapon in the brawler's grasp. Everything from chamber pots, to bottles, to barstools or ham hocks is fair game. The brawler grabs the item and instills a small portion of his essence into it. Though the final stats will vary from object to object, they all start at the same baseline: They will add at least 1 die to the exalt's base damage and allow him to parry lethal damage wihout a stunt. As an added bonus, the brawler may choose whether or not any attacks with the improvised weapon will inflict bashing or lethal damage. In the case of an object not being pre-disposed to a particular type of damage (eg. inflicting bashing damage with a broken bottle or lethal damage with a pillow), the brawler is required to spend a mote of essence to change the damage type for a single strike. This is a reflexive expenditure that does not count as a charm use. Once the duration of the charm expires, the essence that was holding the object together will fade, which may very well result in the object's destruction. The brawler is free to renew the charm, but must find a new object. If the object leaves the brawler's grasp or is destroyed the charm immediately ends.
Perfected Solar Sucker Punch</b> (Couldn't help myself, this is a working title) <b>Cost: 2 motes Duration: instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms:: Room Full of Weapons Method
Regardless of the highest of intentions, sometimes the best way to defeat a foe is to hit him when he least expects it. Seeking perfection in all things, some Solar brawlers have elevated the art of the low blow to celestial heights. Foe's are always considered unaware of attacks supplemented by this charm. If they have some means of defending themselves against such attacks they are free to do so, but have the difficulty of such attempts raised by the brawler's permenant essence. This charm may only be employed if the character is not currently in combat with his opponent.
Effortless Application of Force</b> <b>Cost: none Duration: permenant Type: permenant Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms:: Perfected Solar Sucker Punch, Fists of Iron Technique
By expanding on the principles employed in Fists of Iron Technique and Perfected Solar Sucker Punch, an exalt learns to channel his essence in focused bursts, allowing him to strike with full force through seeminly harmless motions. For example, he may unleash the crushing might of the Dragon's Coils through a simple handshake or send an opponent flying through the use of Heaven Thunder Hammer with the merest flick of a finger. So long as the character can reach his opponent, he may strike him, even if restrained or lacking the ability to fully extend himself. In addition, the first time the Solar uses this ability in a combat, defensive rolls made against his attacks suffer a die penalty equal to his permenant essence.
Shockwave Burst Technique</b> <b>Cost: 2 motes Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms:: Effortless Application of Force
Once an exalt learns to channel the essence of his blows in small and condensed packages, the next step is to learn to focus them so that they resonate through the essence of creation in order to strike distant targets. Attacks supplemented by this charm may be directed at targets up to a range of the character's Brawl rating.
Inner Fist's Concussive Pulse</b> <b>Cost: 7 motes, + 1 mote1 for every target excluded from the area of effect Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms:: Shockwave Burst Technique
In order to practice the Shockwave Burst Technique, a brawler learned to focus and compress the essence of his strikes so they could travel a distance to their target. Inner Fist's Concussive Pulse twists that principle slightly. Instead of compressing his essence, a brawler learns to amplify it into a massive, crushing burst. An attack supplemented by Inner Fist's Concussive Pulse will strike everything within a radius of the Brawler's permenant essence + his brawl rating, inlcuding objects. This is an undodgeable attack. With intense focus the brawler may attempt to shape the attack to avoid potential targets within the area of effect. He must spend two motes per person or object he wishes to exclude and succeed on a temperance + brawl roll. Due to the nature of the charm, the essence pulse has a tendency to ground itself through a person, as opposed to their possessions which will be left un-harmed by the attack. A brawler may choose to specifically target a person's possessions by spending 1 mote and succeeding on a focusing roll as noted above. This charm may not be included in a combo with Shockwave Burst Technique.
(When I envisioned this charm, two particular images heavily influenced my thoughts: The first is the beleaguered brawler, swamped by enemies. Just as he is about to fall to the press of bodies he surges up, tossing them aside like leaves. Comboing this charm with Heaven Thunder Hammer would do just that. The other image is that of the Brawler surrounded by a ring of blade wielding foes. As they're about to press in, he brings his hands together in a mighty clap and shockwave of force rushes out destroying their blades. The now unarmed swordsmen uneasily eye the now grinning Brawler. In this case, a combo of this charm and Sledgehammer Fist Punch. Now I just to need to balance the sucker out.)
Supplicating Trauma's Barbs</b> <b>Cost: 7 motes, 1 willpower, 1 HL Duration: One Scene (for now) Type: Reflexive or Simple (not sure which) Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms:: Offensive Defense Practice, Inner Fist's Concussive Pulse
A brawler will never truly be able to keep up with the defensive fighting tactics of his refined, weapon wielding peers. In the end, a Brawler's best means of defense is taking out his opponent as quickly as possible. The longer the fight drags on, the greater a brawler's disadvantage. As he slowly accumulates wounds and fatigue, he is unable to recieve the mechanical succor the melee specialist uses to make up for his weakening body. In this instance the Brawler can learn from the cornered and wounded animal. By calling upon his pain and fuy, an exalt may redouble his efforts in the hope of striking his foe down before his strength wanes. Activating this charm provides two benefits: The first is that the exalt may increase his base damage by a number of dice equal to his current number of injured health levels. Second, instead of subtracting, the exalt may instead add his wound penalties to the speed, accuracy, and defense of all of his brawl actions.