SolarBrawl/Szilard
Lightning Fist</b>
<b>Cost: 1 mote Duration: Instant Type: Reflexive Min. Brawl: 1 Min Essence: 1 Prereqs: None
Through the use of this Charm the Exalt uses his Essence to provide his blows with the speed of lightning. When a character activates this Charm, he adds his Essence to his Initiative. This Charm may only be used once per turn.
Flurry of Rabbit Blows</b>
<b>Cost: Varies Duration: Instant Type: Extra Action Min. Brawl: 2 Min Essence: 1 Prereqs: Lightning Fist
Sometimes, it is more important to hit your foe than to seriously damage him. The use of this Charm enables a brawler to speed her blows dramatically, at the expense of some of the force behind them. The character makes a number of extra attacks equal to her Permanent Essence. Each attack made subtracts one from the base damage on all of the character's attacks. A character cannot make fewer attacks than she is able to make, and if her base damage is reduced below zero, it is treated as a base damage of 0B. Thus, a character with Essence 2 and a base damage of 5B would make three attacks with a base damage of 2B. All attacks made through the use of this Charm must be directed at the same target. They are each resolved independently, and defenders against them must dodge or parry each attack separately. This charm costs two motes per extra attack gained.
Blow of Solar Precision</b>
<b>Cost: 1 mote per die Duration: Instant Type: Supplemental Min. Brawl: 3 Min Essence: 1 Prereqs: Flurry of Rabbit Blows
The character fills her fists with golden Essence, lending her strikes supernatural accuracy. For each mote of Essence spent in activating this charm, the character adds a single die to one Brawl attack, but can no more than double her regular Dexterity + Brawl die pool.
Golden Bear Swipe</b>
<b>Cost: varies Duration: Instant Type: Simple Min. Brawl: 1 Min Essence: 1 Prereqs: None
This Charm allows a character to delay an attack in order to gather strength for a powerful blow. On the character's action, he may activate this Charm and decide how long he will wait to make his attack. Every two points of initiative sacrificed in this manner carries with it a one point penalty to Accuracy and costs 1 mote, but provides a number of bonus damage dice on a successful attack equal to the character's permanent Essence. This Charm may only be used in combat and has no effect on inanimate objects.
Welcoming Blow</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min. Brawl: 2 Min Essence: 1 Prereqs: Swipe of the Golden Bear
Using this Charm, a character is able to make a counterattack against a foe who is attacking him with either a charging attack or an attack that otherwise involves movement toward the character. This Charm is of no use when being attacked at range or in close quarters. When this Charm is activated, the character makes a reflexive counterattack at his full Dexterity + Brawl pool. The base damage for this counterattack substitutes the distance the character's attacker has moved before making the attack (in yards, rounded down) for the character's strength up to a maximum of the character's (Strength x Brawl). This charm may only be used against any given foe once per turn. It is not an action and does not count against a character's die pools for split actions.
Barstool-Bolstering Method</b>
<b>Cost: 3 motes Duration: Varies Type: Reflexive Min. Brawl: 1 Min Essence: 1 Prereqs: None
The character forces his anima into an improvised weapon, strengthening it with Essence. For the duration of this Charm, which lasts for a number of turns equal to the characters Permanent Essence, the weapon is rigid and will not break or shatter. The character may use the weapon to attack with his Brawl pool and to safely parry lethal attacks. This charm can be used on naturally flimsy material, such as cloth or leather, turning such things into deadly bludgeons, but is more often used on broken bottles (which can be used to deal lethal damage) or valuables (that the Exalt does not wish broken).
Weapon Improvising Meditation</b>
<b>Cost: 5 motes Duration: One Scene Type: Reflexive Min. Brawl: 3 Min Essence: 2 Prereqs: Barstool-Bolstering Method
The character grabs a nearby object and fills it with his Essence, giving it the properties of a deadly weapon. When the character activates this Charm he makes a reflexive Wits + Brawl roll. For every two successes on this roll (rounded down), the character gains a single +1 modifier that can be applied to Speed, Accuracy, Defense, Damage, or Rate. No more than the charater's Permanent Essence may be added to any single statistic. Note that most improvised weapons are rather unweildy when this Charm is not used. This Charm does not impart and particular resiliency to an object chosen as an improvised weapon.
Comments
Nifty Charms, particularly the improvised weapon ones. I have a few questions, though:
Swipe of the Golden Bear - How does this work when the character is attacking an inanimate object, a door say? If it's as written, then all a character needs to do is hold 'til his dice pool is down to two or three and then get approximately 20 levels of extra damage. Very handy for smashing down doors, true - but very, very cheap. Also, as a side-issue, is there a limit on how long a character can hold the blow for, other than say his Initiative or his Dexterity + Brawl pool? - Moxiane
- Hmmm... it should probably not work against inanimate objects( and should only work in combat). There are already plenty of Solar Brawl Charms for that. Once that is taken care of, I don't know that a limit is needed... is it? - Szilard
Welcoming Blow: How does this interact with the Mail & Steel rules? Given that a unit can move 250+ yards in a long turn, an Exalt who is charged by cavalry and who uses this Charm is quite likely to turn them into so much canned soldier with a single blow? - Moxiane
- Urk. I don't know much about Mail & Steel. Any suggestions? - Szilard
- Well I like the concept of the Charm (plus Mail & Steel long turns last for three minutes). Offhand, rather than have the distance they charge be the damage, have it multiply the character's Strength depending on what proportion of their total move they make to get to you, or possibly just say that if they're charging then your base damage on the counterattack equals Strength x Essence. - Moxiane
- Hmmm... I like the idea of keeping the distance as the damage base insofar as it uses an enemy's strength against them. Someone with a speed-enhancing charm - or something with wings - should be very unhappy about being on the receiving end of this. I'll have to give it some thought. -Szilard
- Still don't know how you'd do it, but how about basing the damage off of the opponent's Dexterity, modified by any movement-enhancers they have? So faster = more painful, and super fast = super painful.
- Hmmm... I like the idea of keeping the distance as the damage base insofar as it uses an enemy's strength against them. Someone with a speed-enhancing charm - or something with wings - should be very unhappy about being on the receiving end of this. I'll have to give it some thought. -Szilard
- Well I like the concept of the Charm (plus Mail & Steel long turns last for three minutes). Offhand, rather than have the distance they charge be the damage, have it multiply the character's Strength depending on what proportion of their total move they make to get to you, or possibly just say that if they're charging then your base damage on the counterattack equals Strength x Essence. - Moxiane
Lightning Fist: Is there a limit on the number of times a character can use this in a turn? - Moxiane
- Probably should limit it to one time, particularly considering the next suggestion. - Szilard
Finally, I would switch Flurry of Rabbit Blows and Lightning Fist around. It seems wierd to have an Extra Action Charm be the first one in a series for some reason. - Moxiane
- Good call. I just sort of put them in the order that I wrote them... - Szilard