SolarBrawl/Telgar

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Strike in Turn</b>

 <b>Cost: 4 motes
 Duration: Instant
 Type: Reflexive
 Min Brawl: 3
 Min Essence: 2
 Prereqs: Ferocious Jab

When under attack a Solar can strike his opponent, using his own power to overwhelm his opponent so that the attack launched against him is never finished. In response to an attack the character can launch a preventative counterattack. Every success on the counterattack removes one success from the original attack. If all successes are negated, apply the remaining successes of the counterattack against the target normally.


Turn Aside</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min Brawl: 3
 Min Essence: 2
 Prereqs: Strike in Turn

Turning the power of his opponent's strikes against the attacker is one of the best defenses a brawler can have. The character activating this Charm makes a parry attempt at his full pool. If the parry is successful the attacker is hurled 1 yard in any direction for each success he originally had on his attack.


Impact Shockfront Cascade</b>

 <b>Cost: 4 motes
 Duration: Instant
 Type: Reflexive
 Min Brawl: 4
 Min Essence: 2
 Prereqs: Hammer on Iron Technique

Any brawler of decent skill has learned to conserve their energy and this Charm takes the principle of conservation of effort to a new level. If the character lands a Brawl attack that kills an enemy and has extra damage successes left over, make a new Brawl attack with accuracy equal to the extra damage against any target within Essence yards. The base damage of the new attack is equal to half the damage left over from the original.


Twisting the Blade</b>

 <b>Cost: 5 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Min Brawl: 5
 Min Essence: 3
 Prereqs: Hammer on Iron Technique

Using this technique a brawler can cause the same problem, attacking with such force that he penetrates the target's body and can make a later attack from inside the target's body. When the Solar makes a successful Brawl attack dealing at least three health levels of damage he may activate this Charm. His next attack, which is not granted by this Charm, against the same target is unblockable and undodgeable because it is already within the target's flesh.


Broken Glass Strike</b>

 <b>Cost: 4 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Brawl: 5
 Min Essence: 3
 Prereqs: Twisting the Blade

By shattering one of his opponent's bones with a quick, powerful blow a Solar brawler can compound the damage of his original attack by shearing off razor-edged bits of bone. For each health level of damage dealt by the attack this Charm supplements the target takes 1 die of lethal damage. This damage is separate from the attack itself and can not be dodged or parried, it is not an attack. It can be soaked, but only with stamina-based soak.


Body of One Thousand and One Cuts</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: Instant
 Type: Simple
 Min Brawl: 5
 Min Essence: 4
 Prereqs: Broken Glass Strike

With this Charm, the goal of the Solar is to cause his opponent's bones to splinter in such a way that strenuous activity causes razor-edged fragments to break off and penetrate muscle and flesh. Make a normal Brawl attack. If successful in doing at least one health level of damage, every action taken by the victim for a number of turns equal to the attacking Solar's Strength inflicts one rolled die of aggravated damage. This damage can only be soaked by stamina-based soak. It can not be parried or dodged, it is not an attack.


Pure Strike</b>

 <b>Cost: 5 motes
 Duration: Instant
 Type: Supplemental
 Min Brawl: 4
 Min Essence: 4
 Prereqs: Heaven Thunder Hammer

Trusting in the power of his body and his own great skill, a Solar can refuse all outside aid and attack with only his natural resources. This attack can not be enhanced in any way with Charms, Artifacts or other magical effects. Specialties do not apply. The only way to increase the pool of this attack beyond Dex + Brawl + Weapon Modifiers is a stunt. In return for this sacrifice, the Solar adds a number of successes to his roll equal to his Dexterity + Brawl.


Heart-Stopping Fear Blow</b>

 <b>Cost: 6 motes
 Duration: Instant
 Type: Supplemental
 Min Brawl: 3
 Min Presence: 4
 Min Essence: 3
 Prereqs: Terrifying Apperition of Glory, Blood and Fist Prana*

The power of a Solar Brawler is a terrible thing and to behold the fury of one of these mighty warriors is to know fear. To be attacked by this Charm is to be paralyzed by that fear, unable to defend against it's awesome power. If attempting to defend against a Heart-Stopping Fear Blow with anything other then a perfect defense, the target must expend one willpower point to make the attempt.


Dominance-Ensuring Blow</b>

 <b>Cost: 5 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Brawl: 3
 Min Presence: 5
 Min Essence: 4
 Prereqs: Heart-Stopping Fear Blow

By placing all of his strength into a single blow, the Solar impresses upon his enemy that his might is unsurpassable and unquestionable. All but the most stalwart opponents are cowed by this display of raw might and surrender lest their death follow shortly. At the very least, most flee the Solar's wrath. If an attack supplemented by this Charm does more health levels of damage then the target's Conviction, they are cowed and unable to continue fighting the Solar unless they succeed on a Willpower roll with a difficulty equal to the number of Health levels inflicted, even so they act with a penalty equal to the Solar's Strength or Charisma (whichever is lower). If the number of health levels inflicted is higher then the target's Willpower, they are converted to the Solar's service until all the health levels have healed and they have a full temporary willpower pool. At that point they may choose to continue in the Solar's service or to leave it. Their treatment during the period of service greatly influences their decision.


Storm of Thunderous Noise</b>

 <b>Cost: 3 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Brawl: 4
 Min Essence: 3
 Prereqs: Hammer on Iron

When a Solar masters this technique all his opponents hear is a roar of shattering air and then, nothing at all. Launching a hundred blows at once and following through with only those that the opponent is unable to avoid, a Solar Brawler makes it impossible to duck his blows. Attacks enhanced by this charm are undodgeable.


Herding the Beast</b>

 <b>Cost: 4 motes
 Duration: Instant
 Type: Extra Action
 Min Brawl: 4
 Min Essence: 3
 Prereqs: Hammer on Iron

As hunting dogs move their prey into the place where their master can destroy it, a Solar can use multiple attacks to direct his opponent into an inescapable trap. After making his first attack, the Solar is granted a second attack against the same opponent which adds twice the post-defense successes of the first to its own dice pool. A perfect attack Charm counts as a total success.


The Bear Learns to Dance</b>

 <b>Cost: 4 motes
 Duration: One scene
 Type: Simple
 Min Brawl: 5
 Min Essence: 4
 Prereqs: Inevitable Destruction Spirit*

By carefully studying the motions and techniques of his opponent, a Solar brawler can learn which motions indicate which responses and the best points to strike. Each time an opponent defeats an attack, they simply give away more information to the brawler. For every attack dodged or parried by any given opponent, add 1 automatic success to all following attacks against that opponent. This bonus is cumulative and is capped at twice the Solar's permanent Essence. Because of their nature, Perfect defenses give away no useful information and do not count toward the bonus.


Careless Barroom Decimation</b>

 <b>Cost: 1+ motes, 1 willpower
 Duration: Instant
 Type: Extra Action
 Min Brawl: 5
 Min Essence: 5
 Prereqs: *Tumultuous Fists Meditation

The greatest advantage of the brawler is the freedom and flexibility of his approach to combat. At a moments notice he can change everything about his approach to a battle. The flexibility inherent in a brawling approach to combat is epitomized in this Charm. When activating this Charm, make a normal attack enhanced by whatever Charms or effects desired so long as they are legally applicable and comboed with this Charm. For every mote spent on this Charm the character can apply the attack against a single target. The cost of any Charms applied must be paid for each application of the attack. No one target can be attacked more times then the Essence rating of the Solar using this Charm.


Undaming the River</b>

 <b>Cost: 8 motes, 1 willpower
 Duration: Instant
 Type: Supplemental
 Min Brawl: 5
 Min Essence: 5
 Prereqs: Careless Barroom Decimation

Even the hardiest opponent can not utterly ignore a wound. Position and tactics must be changed to compensate for reduced effectivness and natural instinct to avoid pain. By taking advantage of these changes, a Solar brawler can get attacks in between his opponent taking a wound and adapting to the wound. By the time an opponent has realized he is wounded and dealt with it, he is almost certainly dead. Should the Solar's first attack against his target succeed in inflicting at least 1 health level of damage (without benefit of automatic health level infliction) then the Solar may make another attack identical to the first, including all Supplemental and Reflexive Charms which the original attack benefited from.


Unseen Ring of Fists</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: Instant
 Type: Simple
 Min Brawl: 6
 Min Essence: 6
 Prereqs: Undaming the River

The greatest disadvantage of a brawler is that he is generally forced to concentrate his attacks against a single enemy and destroy that opponent before moving on to the next. True masters of the art of unarmed combat have moved beyond such limits and see not men but armies as their foes, allowing them to decimate all those who oppose them at once. With a thunderous crash, the Solar's strike against a sinlge opponent radiates outward to strike down all allies of that opponent within hearing range. This charm does not grant additional attacks. Instead it simply applies the single attack against all enemies in range, including successes, Charms and other enhancements.


Comments

* is a Sol Invictus Charm written by Charlequin

These seem almost more... Abyssaly, to me. Especially Forging Knives of Ivory and Treacherous Skeleton Technique. DS

The names DO sound abyssaly. But smashing someone's bones up is equally Solar. You aren't causing them to come alive and shred their owner with malicious intelligence or anything. You're just breaking them REALLY well. - Telgar

Renamed some charms and re-explained them to de-abyssify them. Also, added new charms! - Telgar

Just giving my opinion, but most/all of the bone-related nasty ones near the top still seem abyssal to me, to be honest. Very cool abyssal though!
-- Darloth

Yes, and it's very annoying. The mechanics themselves suit Solars just fine, but I can't come up with sufficiently Solarish flavor text. All of those Charms are based on stunts commonly performed by my Solar Brawlers. Bah!! - Telgar

Speaking as a fellow devotee of Solar Brawl Charms ( SolarBrawl/IsawaBrian ), may I suggest making your flavor text based on "resonance" and "shadow ripples"? That is to say- instead of 'Bone Breaking Cascade', make it 'Solar Shadow Ripple Strike', and make the flavor text be something along the lines of: "By energizing his fist with the pure power of the Unconquered Sun, the Exalt may create "ripples" through his target that will strike those beyond the original target. Treat these ripples as a new Brawl attack etc. etc.". For the 'additional damage' ones, you can switch it to something along the lines of, "The Solar has learned to set up devastating resonance within her targets. A target which takes damage from this attack will feel the force echoing through her body, causing secondary damage." for Broken Glass Strike (Perhaps 'Ringing Bell Punch'?) and, "Once struck, the target hit by this attack will temporarily have his Essence set awry within his body, and the slightest move will create terrible wounds as his spirit backlashes against his flesh" for Body of One Thousand Cuts (Perhaps "Disharmonious Soul And Body Choir Assault" or something like that?) -- IsawaBrian


Mmmm...interesting! I will work on this! - Telgar

I actually disagree with Darloth and IsawaBrian. I think Broken Glass Strike and the related charms fit very well into the Solar feel. The fact that they also fit the Abyssal feel doesn't mean they need changing. The Solar and Abyssal feels are quite close at times, especially in combat abilities. I can totally picture a Solar, in the style of "big muscular" anime characters, punching someone so hard that his ribs rip his lungs apart. It'd be one of those times the screen flashes with silhouettes showing the skeleton X-ray type picture, with the bone-shards flying. Making allusions to the raw power of Sol would be fine too, but deadly Essence resonance doesn't seem as direct as Solar brawl charms ought to be. - IanPrice