SolarMelee/Terk

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Tiger's Dazing Claw
• Cost: 5 motes
• Duration: Special
• Type: Supplemental
• Minimum Melee: 4
• Minimum Essence: 2
• Prerequisite Charms: Hungry Tiger Technique

The character takes on the aspect of the playful tiger, using his paw to bat the victim back and forth, confusing and stunning it. The character can use any weapon but MUST do bashing damage (in most cases, this means the character must make the attack at a difficulty of 1) or the attack will not work. If the character successfully hits his opponent, of which does not have to actually cause damage, the opponent makes a Stamina + Resistance roll against a difficulty equal to the attackers Essence score. If the roll passes, the character only takes a -1 to all actions for the rest of the turn, including any subsequent parries and such (this penalty is cumulative up to -3). If the roll fails, the victim has a difficulty to all actions equal to half the Exalt's Essence, rounded up for the Exalt's Melee in rounds. This charm is explicitly allowed in combos, despite it's non-instantaneous duration.

Comments

Saw your post over at the Freedom Stone forums, and as I'm too lazy to sign up for a forum account, I came here to respond. Really? This is a brawl charm. It's stealing brawl's schtick of inflicting stunning penalties, and you even allow the attack to be made unarmed. Melee can NEVER be used unarmed. It's the ability's only weakness, especially for Solars. Melee can use melee weapons, brawling aids, and martial arts weapons, but it cannot be used unarmed, even with a charm. Well. Maybe a Sidereal charm. They dodge with performance, after all. Anyway, beyond the fact that it is a brawl charm, it's terribly overpowered. Super-terribly overpowered. Completely taking away dice actions for two rounds? On a somewhat uncommon Attribute+Ability roll? That's nuts. That's a 'save or die' scenario for almost anyone. And if the roll succeeds, the effect is worthless. A -1 penalty for him, and a -2 penalty for everything else you're doing that round due to split action penalties. Take away the insane primary effect, and the secondary is only useful when combo'd to a counterattack charm.

All that said, the idea isn't bad, it just needs to be far more limited. If it's going to be a melee charm, you need to take out the ability to use an unarmed strike. Then, cheapen the essencd cost and take out the ability to absolutely sap someone's power to act. Inflicting a penalty, not a bad idea. I'd limit it though, and give the flavor more finesse. Maybe this is a dueling maneuver that inflicts a penalty on the other guy's rolls when attacking or defending? Make it hit for more than just -1, perhaps -Ess for the turn? Then, it becomes a tactical maneuver that could be devastating without being utterly broken. As it stands, you could use this charm until it stuns, attack for a round, use this charm until it stuns, attack for another round, and so on. Unless the other guy is a combat twink, he wouldn't have a prayer. -- Ketrus

The reasoning I had for this charm, which WILL be made more limited so you cannot use it unarmed, is to give something akin to Artful Maiming Onslaught. The effects of that charm are permanent unless a powerful charm or hearthstone is used to regrow the lost appendage. This one is for much smaller durations, with a strong effect. I think I shall also revise what specific actions will be affected, or if there's just a die penalty or whatnot. Personally, though, I thought it was rather balanced compared to AMO. I am thankful for the feedback, though. If you have any more tips, I'm open to them. I have messed with the charm some. What do you think?~ Terk