SolarBrawl/TheMyriadOfShades

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Cautious Butterfly Approach</I>

Cost: 8 motes, 1 Willpower
Duration: Scene
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 3
Prereq:: Thunderclap Rush Attack

A wrestler knows not to give an opponent with a longer reach the advantage of distance, and a boxer knows never to let a grappler tie him down in one place. Internalizing these principles, the Solar becomes fiendishly quick on his feet, baffling his opponents with his ability to dart in and out.

The Solar adds his Dexterity to his intiative. The Solar may reflexively move his Brawl+Essence in yards towards his opponent when he makes an attack-- this has no effect on his normal movement action, which he may use as normal.

Similarly, he may reflexively move his Brawl+Essence in yards away from an opponent in response to an attack. This adds the character's Essence in dice to all dodges, but these dice cannot be used to dodge independently of a pre-existing dodge. To continue attacking the character if he moves out of range, the attacker must have available movement to follow him.


<I>Furious Wasp Sting</I>

Cost: 4 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 3
Prereq: Cautious Butterfly Approach

A slow opponent is no match for a Solar whose fists flash as quickly as the first beam of the dawn. The less prepared the victim, the more accurately the Solar can plant his fist. The Solar must go before his opponent's initiative-- a Brawl attack supplemented with this Charm gains of number of dice equal to the difference in intiative between the Solar and his target.

There is no evading the strike of the fastest Solars, for the blow lands long before anyone notices it has been launched, though there may not be the full force behind it yet. If this Charm is comboed with Thunderclap Rush Attack, it adds no dice, but the attack becomes perfect, as per Accuracy Without Distance.


<I>Vengeful Monkey Uppercut</I>

Cost: 6 motes
Duration: Instant
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 3
Prereq: Cautious Butterfly Approach

The sun burns what dares fly too close. The Solar's speed is such that he can counterattack before an opponent has finished attacking, catching him severely off guard. The Solar makes a Brawl counterattack. Note the number of successes, unreduced by dodges or parries, on the opponent's original attack. This is the base difficulty of any parry or dodge attempts to evade the Solar's counterattack. A perfect attack yields a perfect counterattack. This Charm cannot be used in response to other counterattack Charms.


<I>Savage Gorilla Fist</I>

Cost: 8 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 4
Prereq: Shockwave Technique, Fists of Iron

The Solar strikes with the force of a hundred lesser men, crushing anything that stands before his might and bludgeoning his victims into incoherence. The Solar multiplies his extra attack successes by his Essence (plus one in a Combo with Ferocious Jab) for the purposes of determining damage. Unlike Ferocious Jab, this Charm must be invoked before the attack is rolled. Also, roll the Solar's Strength+Brawl at a difficulty of his opponent's Stamina-- on a success, the opponent is stunned (at a -2 to all dice pools) for (6+the Solar's Strength)-(the victim's Stamina) in turns.


<I>Fierce Crane Kick</I>

Cost: 3 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 4
Min. Ess.: 2
Prereq: Fists of Iron

If the Solar's fists can crack skulls and shatter armor, then his kicks can surely snap spines and batter down walls. The character makes a kick attack (the only applicable weapons for this Charm are the Iron Boot and God-Kicking Boot, and other specifically foot-based brawling aids) and doubles his base damage.


<I>Sudden Elephant Drop</I>

Cost: 5 motes
Duration: Instant
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 3
Prereq: Fierce Crane Kick

Mortal fighters kick their opponents while they're down not only because it's damaging, but because it's a good opportunity. The Solar applies these principles, capitalizing both on an opponent's moment of weakness and the power that a marraige of the Exalted's own weight and an essence-fueled burst of strength can provide.

The Solar may reflexively attack a prone opponent with a kick. He can only target a given victim once a turn, and the attack cannot be enhanced by Charms with a Duration of Instant. He triples the base damage of the kick.


<I>Vicious Kangaroo Advantage</I>

Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 4
Prereq:: Sudden Elephant Drop, Cautious Butterfly Approach

The Solar's ability to maneuver himself into an advantageous situation advances to extreme levels. Whenever an opponent is least prepared, the Solar is there-- he executes whatever unlikely move neccessary to make the attack, exploiting defensive holes opened by other attackers.

Whenever any opponent inside the Solar's movement radius is successfully struck by an attack, the Solar can make an immediate reflexive follow-up kick attack. The Solar may reflexively move into hand-to-hand range of the target and makes a kick attack that gains an automatic number of attack successes equal to the extra successes on the original attacker's attack. The attack cannot be enhanced by Charms with a Duration of Instant. This Charm cannot be used to gain attacks against an opponent who was just hit by this Charm.


<I>Swinging Boulder Concentration</I>

Cost: 6 motes
Duration: Scene
Type: Simple
Min. Brawl: 5
Min. Ess.: 4
Prereq: Fists of Iron, Heaven Thunder Hammer

The Solar floods his muscles with essence, and every one of his strikes carries the force of a mountain behind it. He does lethal damage even when unarmed. Targets always roll to avoid knockdown on a successful hit, and the roll is at a +(character's Essence) difficulty penalty. This Charm does not, on its own, ever inflict knockback. This Charm explicitly also affects Melee and MA attacks.


<I>Unexpected Landslide</I>

Cost: 10 motes
Duration: Instant
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 5
Prereq: Swinging Boulder Concentration, Thunderclap Rush Attack

The best defense is a strong offense, and an experienced Solar's speed and brutality is such that an uncautious attacker finds himself defeated before he can attack. When attacked with a hand-to-hand attack, the Solar may make an unblockable counterattack that is resolved before the original attack. The counterattack does damage as normal, but on a successful hit, the attacker is knocked prone and loses his entire action, including the original attack.

This Charm must be invoked before the attacker rolls his attack, and cannot be used in response to another counterattack Charms. Victims of this Charm with the ability to stand reflexively (via Effortlessly Rising Flame or a similar effect) may do so-- in this case, they still lose their original attack but not any other reserved actions.


<I>Raging Bull Press</I>

Cost: 10 motes, 1 Willpower
Duration: Scene
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 5
Prereq: Cautious Butterfly Approach, Unexpected Landslide

The Solar always moves inexorably forward, attacking with such ferocity that an opponent must give ground or perish. The user of this Charm becomes a blur of motion when he attacks, dashing inside an opponent's reach and delivering blows often before an opponent can conceive of a defense.

Unless the target uses a hopping dodge or similar defense that successfully carries the target beyond the Solar's movement action (including bonuses from Charms like Cautious Butterfly Approach), the character's attacks are unblockable for the Duration of the Charm. This explicitly applies to Martial Arts and Melee attacks as well as Brawl attacks, but not Archery or Thrown attacks.


<I>Spear-Turning Advantage</I>

Cost: 4 motes
Duration: Instant
Type: Reflexive
Min. Brawl: 4
Min. Ess.: 2
Prereq: Fists of Iron Technique

Those who weild weapons have many advantages over those who use their fists. They use the increased length and leverage of their attacks to force back their opponents. By understanding these principles, a Solar can learn to take advantage of this leverage on the other end of the weapon, easily turning aside the wide, predictable arc of the tip of a weapon.

This Charm must be used barehanded-- no brawling aids are allowed. The Solar may parry a lethal attack barehanded. He adds a number of dice to the parry equal to twice the speed rating of an opponent's weapon (this assumes classic Exalted-- in Power Combat, just the Speed rating should do). This may build a pool from zero. This Charm has no effect on attacks made with weapons with a Speed of 0 or less.


<I>Staff-Entangling Advance</I>

Cost: 2 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 4
Min. Ess.: 2
Prereq: Spear-Turning Advantage

As the Solar further masters his own direct control of his attacks, he learns to take advantage of the weaknesses created by the inferior indirect control an armed opponent has over his weapon, easily adapting an attack to the movements of that weapon.

This Charm must be used barehanded-- no brawling aids are allowed. Used on a Brawl attack, an armed character who wishes to parry counts his weapon's defense bonus as a defense penalty (this explicitly applies even to Martial Arts weapons that count as unarmed for purposes of supernatural styles). In addition, this Charm can also be used to supplement a Brawl parry against a hand-to-hand weapon, before the attacker rolls his attack. The attacker counts his weapon's accuracy bonus an an accuracy penalty.


<I>Reign of the Fist</I>

Cost: 1 mote, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 3
Prereq: Staff-Entangling Advantage

The Solar waits for the perfect moment to arrive, when the weight of an opponent's weapon prevents him from truly having control over it, to exploit the compartive clumsiness of an armed foe compared to his superior subtlety of control.

This Charm must be used barehanded-- no brawling aids are allowed. The Solar makes a disarming attack at a difficulty of 1. If the attack hits, the opponent is disarmed without the need for a Wits+(weapon ability) roll. Only an explicitly perfect effect that prevents disarming will foil this Charm's effect.


<I>Transcendant Kickboxer Mastery</I>

Cost: 15 motes, 1 Willpower, 1 health level
Duration: Scene
Type: Simple
Min. Brawl: 5
Min. Ess.: 5
Prereq:: Vicious Kangaroo Advantage, Reign of the Fist

The Solar masters the lethal potential of his lower body, pressing it to levels of performance so high that he strains his own body even as his legs become deadly weapons.

This Charm serves to modify the Solar's kick attacks while it is active. The Solar negates the speed, accuracy, and defense penalties normally associated with kicks. He adds his Essence to the Rate of his kick (in Power Combat only), and twice his permanent essence to the base damage of his kick attacks. He may deal lethal or bashing damage with the kicks, as he chooses. He may make kick attacks out to (Essence x5) in yards, though ranged kicks may only do bashing damage.

Finally, the Solar's kick attacks and defenses cannot be subjected to external penalties. As long as he is conscious and has the freedom of movement to kick, only wound penalties and multiple action penalties can reduce his dice pool, increase his base difficulty to attack or defend (though dodges and parries reduce successes as normal, an effect like Ebon Shadow Form would not work), or increase the target number of his kick attacks/defenses. This is a perfect effect.


<I>Swelling Drummer's Cadence</I>

Cost: 12 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Min. Brawl: 5
Min. Ess.: 4
Prereq: Hammer on Iron Technique, Crashing Wave Throw 

The Solar explodes in a flurry of attacks, but there is a method to his violent madness-- each attack forces the opponent into a disadvantagous position to evade the next.

The Solar makes multiple attacks against a single opponent, as per the rules for Hammer on Iron, including the inability to dodge or parry. However, invoking a dodge or parry against one of the attacks makes that defense inapplicable against the immediately following attack.

For example, Dace uses the Swelling Drummer's Cadence against a Dragon-Blooded. The Dragon-Blooded dodges the first attack-- whether successful or not, Dace's second attack is undodgeable, though the Dragon-Blooded may parry. If he does parry Dace's second attack, regardless of success, the third attack is unblockable, but dodgeable.

This Charm only functions for the Solar's attacks-- if another character somehow interrupted Dace to attack the DB, he would gain no benefits from the Charm.


<I>Pheonix Cracks Egg</I>

Cost: 3 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 3
Prereq:: Dragon Coil Technique

The frail grasp of his enemies is no match for a Solar seeking to escape them. In a single prodigous act of strength, he bursts free of all restraints and tosses aside all those foolish enough to attempt to restrain them.

Used to free himself from physical bondage, such as manacles or chains, the Solar doubles his Strength+Athletics pool (before the use of Charms such as Thunder's Might) for the purposes of the Feats of Strength Chart. Used in a clinch, he automatically wins the roll to control the clinch, unless his opponent is using grappling Charms, in which case Solar adds his (Brawl+Essence) in dice to the roll to control the clinch. If he wins the contest, he instantly throws his opponents his (Brawl x5) yards vertically or twice that horizontally. If he instead chooses to throw his opponent to the ground, they are instantly knocked prone and take twice the Solar's Strength in raw bashing damage.


<I>Raging Lion Pounce</I>

Cost: 5 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 3
Prereq:: Dragon Coil Technique, Thunderclap Rush Attack

The character streaks towards his target, catching them in a grip well before they can muster a defense. The Solar makes a normal initiating clinch attack, but it is undodgeable and unblockable. He can move up to his sprinting distance in conjunction with the attack. He does no damage on the first round of the clinch-- instead, he must make and win the normal contested roll to maintain the clinch or the target breaks free without losing their action.

This Charm is functionally identical to the Abyssal Charm Owl Seizes Mouse (E:tA, pg. 161).


<I>Vermin-Stalking Feline Method</I>

Cost: 10 motes, 1 Willpower
Duration: Scene
Type: Simple
Min. Brawl: 5
Min. Ess.: 4
Prereq:: Raging Lion Pounce, Floating Butterfly Approach

A cat forever waits for the mouse to put himself in a position of disadvantage before striking-- it will wait quietly and patiently at a distance, waiting for the exact moment when the mouse's own actions place it in the cat's deadly grasp. Such does a Solar wrestler approach his prey.

The Solar makes a reflexive clinch attempt against anyone who attacks him in hand to hand combat. The attack's attack is resolved before the clinch attempt is made. This Charm is treated as a scene-long counterattack, and as such neither prompts nor activates in response to other counterattack Charms. This Charm does not give the Solar the ability to maintain multiple clinches at once.

If the Solar's clinch attempt is successful, the victim may not do damage to the Solar on the first round of the clinch unless he uses Charms, in which case he does his normal clinch damage.


<I>Cub-Wrestling Lion Attitude</I>

Cost: 8 motes
Duration: Scene
Type: Reflexive
Min. Brawl: 5
Min. Ess.: 4
Prereq:: Dragon Coil Technique

A lion playing with its cubs allows them to wrestle with him, holding them at bay with no real effort of its own. As the Solar internalizes the thousand lessons of grappling, subduing lesser opponents becomes effortless. Only an equal can command the Solar's full attention.

The Solar may engage in grappling maneuvers without restricting his own freedom of movement and action (retaining the ability to move, attack and defend, etc.) with a number of opponents equal to his (Brawl+Essence). All rolls to defend against and fight for control of clinches with normal opponents are reflexive. Lesser opponents do not get to use the teamwork rules for a clinch-- the Solar can easily wrestle each of them seperately in standard one-on-one clinches. This Charm does not function against the Solar's equals, AKA opponents using grappling Charms-- against them, he must dedicate his entire action to clinching, as normal.


<I>Raging Dragon Crush</I>

Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 4
Prereq:: Cub-Wrestling Lion Attitude, Pheonix Cracks Egg

Out of boredom or neccessity, every fight has to end. The cat snaps the mouse's neck, the lion brings down the gazelle, and the tiger bites through the pig's spine. A Solar literally crushes his opponent in his grasp in one lethal burst of power.

The Solar automatically wins the roll to control the clinch against normal opponents. Against opponents using grappling Charms, he adds his (Brawl+Essence) in dice to his attempt to control the clinch. If the character wins, he does triple his (Strength+Essence) in lethal clinch damage.


<I>Falling Comet Crush</I>

Cost: 15 motes
Duration: Instant
Type: Supplemental
Min. Brawl: 5
Min. Ess.: 5
Prereq:: Raging Dragon Crush

An opponent unfortunate enough to be caught in the grip of a Solar finds himself greeting their surroundings in painful new ways. The Solar slams his opponent (and himself) through the sturdiest piece of nearby scenery-- oftentimes, straight down into the ground. Viscious elbow slams, ungodly cannonballs of doom, and most terrible bellyflops of pain are all appropiate. Oftentimes, neither the Solar's victim nor the Solar himself escape the violence conscious.

The Solar does twice his (Strength+Essence) in unsoakable lethal damage in a clinch-- only soaks that explicitly note their perfection, such as divine armor and Invulnerable Moonsilver Carapace, may apply to this attack. Also, both the Solar and his opponent take the Solar's (Strength x5) dice in normally soakable bashing damage as they smash through a piece of scenery-- this will destroy entire floors of most buildings and smash small craters into solid earth. Only surroundings built specifically to withstand the might of gods and the Exalted will not take signifcant structural damage from the use of this Charm. The use of this Charm ends the clinch, and knocks both the Solar and his opponent prone.


Comments

In Cautious Butterfly Approach, you state, "The Solar adds his Dexterity to his intiative." I am confused because I thought the character's dexterity would already be included in the initiative. That is, initiative was 1d10 + (the character's dexterity + wits + weapon speed). Do you perhaps mean to double the character's dexterity for the purposes of determining his/her initiative score? Good charms. I really love Savage Gorilla Fist. ~ Andrew02

Yes, I meant to add the character's Dexterity again to his initiative. I wanted a larger number than Essence (at least at the typical Trait 5, Essence 3 level people will buy the Charm at) but a smaller one than the Brawl+Essence that was elsewhere. And it didn't make a ton of sense to add Brawl to initiative-- this isn't MA, and the skill isn't arbitrarily used to determine everything. A Snake Stylist is faster because of his l33t MA prowess-- a brawler is faster because, well, he's faster on his feet. Thanks for the comment. - TheMyriadOfShades


I love your charms. I like Reign of the Fist, but it should probably cost a mote more or so. Staff Entangling Advance is really, really sweet. I think it might bee worthwhile to have Swinging Boulder Concentration have some explicit rules on knockback, particularly with Heaven Thunder Hammer. ~Andrew02

It does. It doesn't cause it. If you use Heaven Thunder Hammer or something, nothing in the Charm says that wouldn't work as normal. -TheMyriadOfShades