Haku1
Ze Hamster of Lurkdom
I know how people say that there's no love for brawlers... and such... so I've decided to give them brawlers some nice custom charms...
I'll wait for lore5 to fully kick in before submitting them there... but in the mean time, I would appreciate any and all C&C on them.
***
Thunderbolt Strike
Cost : 5 motes
Type : Supplemental
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 3
Requires : Sledgehammer Fist Punch
The solar with this charm punches or kicks with the speed of lightning and the fury of a thunderbolt, slamming past any futile defenses put forth by his opponent.
The solar's brawl attack can not be parried without the use of an absolute perfect defense charm such as Heaven Guardian Defense (Solars) or Serenity in Blood (Sidereals). Dodges function as normal. On a successful attack, the solar counts his raw damage twice, before adding additional successes from the attack. If used in conjunction or comboed with a damage enhancer, the effects are calculated seperately.
Raptor Slaying Technique
Cost : 1 mote per die + 3 motes
Type : Reflexive
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 2
Requires : Fist of Iron Technique
A solar with this charm channels essence into his body in a very specific manner, one that allows him to catch the punches and kicks directed at him, to redirect the furious essence of his opponent so that it it flows harmlessly away from his body and than back at those who would strike the chosen of the sun. He meets the attack head-on with no fear of being harmed, it is his opponent who should beware.
Upon paying 3 motes. the character attacks the blow coming his way with his full unarmed brawl die pool. The solar may chose to boost the counter-attack by 1 die per additional mote spent. The solar may not buy more die than his natural limit of attribute + ability.
Should the solar fail, any successes he rolled are subtracted from his opponent's attack as if the solar had failed a normal dodge or parry.
Should the solar gain more successes than his opponent, the opponent's attack is negated and the extra successes are treated as normal extra successes as if the solar has successfully attacked his opponent.
This charm's effects can manifest as catching a punch and than crushing the caught fist or kicking a swordsman's wrist as he slashes at the solar.
Against ranged attacks, unless the solar has some way of retaliating at distance, the solar's extra successes are simply wasted and the opponent is unharmed.
This charm's reflexively generated action counts as a counter-attack and does not count as an action towards the solar's die pool. This charm simply does not work against other counter-attack charms. This charm works freely against all attacks irregardless of their damage type. This charm's generated action is not considered a parry or a dodge, but is an actual attack.
Golden Lightning Fist
Cost : 6 motes + 1 willpower
Type : Simple
Duration : Scene
Minimum Brawl : 3
Minimum Essence : 2
Requires : Fist of Iron Technique
The solar's body crackle with golden lightning as essence suffuses his body, forming golden lightning talons over his fingers, with his very punches and kicks behaving like massive battering rams as they shatter doors and topple walls. Every single blow from the solar will gouge stone floors and walls as they arc towards the solar's opponent.
When activated. this charm allows the solar to reflexively allocate a number of points equal to (solar's Brawl x 2) towards his speed, accuracy, damage, and defense ratings of his unarmed attacks. No single rating may exceed the solar's Brawl + Essence. If using power combat, the rate of the solar's unarmed attacks become infinite. The damage done by the solar is lethal and he may parry lethal attacks without a stunt.
The solar appears to be covered with crackling golden lightning that lights 3 to 4 yards around the solar.
Celestial Legion of One
Cost : 1 mote per die + 4 motes and 1 willpower
Type : Simple
Duration : Scene
Minimum Brawl : 4
Minimum Essence : 3
Requires : Golden Lightning Fist
Channeling the power of the sun into his very blows, the solar strikes swiftly and surely; his frame burning with the fury of the Unconquered Sun as golden shockwaves flare from where his blows lands as they slide effortless past the futile defenses of his opponent.
This charm must be activated with 4 motes and 1 willpower being spend by the solar to channel the essence in his body properly, to further boost his combat powers requires 1 mote per die added to the unarmed brawl attack die pool for the scene. The solar may not buy more die than his natural die limit of (attribute + ability).
Anvil Crushing Blow
Cost : 5 motes
Type : Supplemental
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 2
Requires : Heaven Thunder Hammer
Focusing his anima to a pin-point fury, the solar can strike with the concentrated power of the entirity of his essence into a single spot, shattering any defensive measure used by his opponent.
This charm allows the solar to simply ignore the soak of his target, transmitting the full fury of his brawl attack to the soft mortal body of his opponent. If the target survives the blow, he must make a reflexive dexterity + athletics contested roll against the solar's strength + brawl. Failure results in the solar's target being knocked down and spending a turn clearing her head and getting back up as per knock down rules on page 234-235 of the Exalted corebook.
Hill Crushing Shockwave
Cost : 6 motes
Type : Simple
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 4
Requires : Anvil Crushing Blow, Hammer on Iron Technique
The solar strikes with such puissant power that his blows can not be denied, it brings all of the solar's opponents down to their knees with the fury of the sun made manifest in the solar brawler.
The solar raises his fist high, gathering power before striking the ground with such fury that it shatters under him. As the ground shatters, the effect ripples and spreads from the solar up to (a radius of 10 X Strength) yards from her in a circular pattern, while a furious gale and golden lightning races with the spreading cracks and shattered ground. Those caught in the blast radius are thrown back as the lightning tears at their bodies.
The solar makes a single brawl attack roll, anyone can defend against it may do so seperately. Otherwise, the solar than calculates the damage done to those caught in the shockwave as normal, with the caveat that the lethal damage is piercing (halves the defender's armour soak).
This is an area effect and thus those caught in it can not parry the effect without the use of a perfect defense charm such as Heaven Guardian Defense (Solars) or Serenity in Blood (Sidereals), anything less will simply not function. To dodge this charm's effects requires that those caught in it be able to move outside of the radius of the effect with the dodge. Those caught in the blast radius are typically knocked back (please see knock back rules on page 235 of the Exalted corebook).
This charm affects everyone caught in its radius, it does not discriminate between friend and foe.
For those willing to do stunts, this charm can be performed using a high ax kick or a stomp to the ground. It is advised that this charm NOT be done on such fragile things as wooden ships or platforms, least the solar destroy the fragile ship and such by accident...
Earth Dragon's Grasp
Cost : 2 motes per success
Type : Reflexive
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 1
Requires : None
A solar with this charm has a grasp like that of a dragon of the earth opening forth a ravine beneath a city and than crushing it as it falls into the ravine.
The solar makes a clinch or a hold as normal, however after making his roll to control the clinch or hold, the solar may find that he does not have enough successes, he may than proceed to purchase additional successes to maintain his grasp on his opponent. The solar may than activate this charm and purchases successes up to (his essence trait + successes already rolled). Each success purchased thus costs 2 motes.
Escaping the Depths of the Ocean
Cost : 5 motes
Type : Reflexive
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 2
Requires : Earth Dragon's Grasp
To fight against another brawler means that one must be prepared to clinched or placed in a hold. However, against other exalted brawlers, this can mean charm-enhanced clinches or brawl that can not be normally escaped once trapped by them. Truly, it is like being trapped at the bottom of the ocean.
A solar with this charm learns to loosen his body so that he may slip the clutches of his opponent. The solar spends 5 motes and he automatically slips free of any clinches or holds that he is in. This is a perfect effect. This charm does not work against being tied up or bound in any way, only on clinches and holds.
I'll wait for lore5 to fully kick in before submitting them there... but in the mean time, I would appreciate any and all C&C on them.
***
Thunderbolt Strike
Cost : 5 motes
Type : Supplemental
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 3
Requires : Sledgehammer Fist Punch
The solar with this charm punches or kicks with the speed of lightning and the fury of a thunderbolt, slamming past any futile defenses put forth by his opponent.
The solar's brawl attack can not be parried without the use of an absolute perfect defense charm such as Heaven Guardian Defense (Solars) or Serenity in Blood (Sidereals). Dodges function as normal. On a successful attack, the solar counts his raw damage twice, before adding additional successes from the attack. If used in conjunction or comboed with a damage enhancer, the effects are calculated seperately.
Raptor Slaying Technique
Cost : 1 mote per die + 3 motes
Type : Reflexive
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 2
Requires : Fist of Iron Technique
A solar with this charm channels essence into his body in a very specific manner, one that allows him to catch the punches and kicks directed at him, to redirect the furious essence of his opponent so that it it flows harmlessly away from his body and than back at those who would strike the chosen of the sun. He meets the attack head-on with no fear of being harmed, it is his opponent who should beware.
Upon paying 3 motes. the character attacks the blow coming his way with his full unarmed brawl die pool. The solar may chose to boost the counter-attack by 1 die per additional mote spent. The solar may not buy more die than his natural limit of attribute + ability.
Should the solar fail, any successes he rolled are subtracted from his opponent's attack as if the solar had failed a normal dodge or parry.
Should the solar gain more successes than his opponent, the opponent's attack is negated and the extra successes are treated as normal extra successes as if the solar has successfully attacked his opponent.
This charm's effects can manifest as catching a punch and than crushing the caught fist or kicking a swordsman's wrist as he slashes at the solar.
Against ranged attacks, unless the solar has some way of retaliating at distance, the solar's extra successes are simply wasted and the opponent is unharmed.
This charm's reflexively generated action counts as a counter-attack and does not count as an action towards the solar's die pool. This charm simply does not work against other counter-attack charms. This charm works freely against all attacks irregardless of their damage type. This charm's generated action is not considered a parry or a dodge, but is an actual attack.
Golden Lightning Fist
Cost : 6 motes + 1 willpower
Type : Simple
Duration : Scene
Minimum Brawl : 3
Minimum Essence : 2
Requires : Fist of Iron Technique
The solar's body crackle with golden lightning as essence suffuses his body, forming golden lightning talons over his fingers, with his very punches and kicks behaving like massive battering rams as they shatter doors and topple walls. Every single blow from the solar will gouge stone floors and walls as they arc towards the solar's opponent.
When activated. this charm allows the solar to reflexively allocate a number of points equal to (solar's Brawl x 2) towards his speed, accuracy, damage, and defense ratings of his unarmed attacks. No single rating may exceed the solar's Brawl + Essence. If using power combat, the rate of the solar's unarmed attacks become infinite. The damage done by the solar is lethal and he may parry lethal attacks without a stunt.
The solar appears to be covered with crackling golden lightning that lights 3 to 4 yards around the solar.
Celestial Legion of One
Cost : 1 mote per die + 4 motes and 1 willpower
Type : Simple
Duration : Scene
Minimum Brawl : 4
Minimum Essence : 3
Requires : Golden Lightning Fist
Channeling the power of the sun into his very blows, the solar strikes swiftly and surely; his frame burning with the fury of the Unconquered Sun as golden shockwaves flare from where his blows lands as they slide effortless past the futile defenses of his opponent.
This charm must be activated with 4 motes and 1 willpower being spend by the solar to channel the essence in his body properly, to further boost his combat powers requires 1 mote per die added to the unarmed brawl attack die pool for the scene. The solar may not buy more die than his natural die limit of (attribute + ability).
Anvil Crushing Blow
Cost : 5 motes
Type : Supplemental
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 2
Requires : Heaven Thunder Hammer
Focusing his anima to a pin-point fury, the solar can strike with the concentrated power of the entirity of his essence into a single spot, shattering any defensive measure used by his opponent.
This charm allows the solar to simply ignore the soak of his target, transmitting the full fury of his brawl attack to the soft mortal body of his opponent. If the target survives the blow, he must make a reflexive dexterity + athletics contested roll against the solar's strength + brawl. Failure results in the solar's target being knocked down and spending a turn clearing her head and getting back up as per knock down rules on page 234-235 of the Exalted corebook.
Hill Crushing Shockwave
Cost : 6 motes
Type : Simple
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 4
Requires : Anvil Crushing Blow, Hammer on Iron Technique
The solar strikes with such puissant power that his blows can not be denied, it brings all of the solar's opponents down to their knees with the fury of the sun made manifest in the solar brawler.
The solar raises his fist high, gathering power before striking the ground with such fury that it shatters under him. As the ground shatters, the effect ripples and spreads from the solar up to (a radius of 10 X Strength) yards from her in a circular pattern, while a furious gale and golden lightning races with the spreading cracks and shattered ground. Those caught in the blast radius are thrown back as the lightning tears at their bodies.
The solar makes a single brawl attack roll, anyone can defend against it may do so seperately. Otherwise, the solar than calculates the damage done to those caught in the shockwave as normal, with the caveat that the lethal damage is piercing (halves the defender's armour soak).
This is an area effect and thus those caught in it can not parry the effect without the use of a perfect defense charm such as Heaven Guardian Defense (Solars) or Serenity in Blood (Sidereals), anything less will simply not function. To dodge this charm's effects requires that those caught in it be able to move outside of the radius of the effect with the dodge. Those caught in the blast radius are typically knocked back (please see knock back rules on page 235 of the Exalted corebook).
This charm affects everyone caught in its radius, it does not discriminate between friend and foe.
For those willing to do stunts, this charm can be performed using a high ax kick or a stomp to the ground. It is advised that this charm NOT be done on such fragile things as wooden ships or platforms, least the solar destroy the fragile ship and such by accident...
Earth Dragon's Grasp
Cost : 2 motes per success
Type : Reflexive
Duration : Instant
Minimum Brawl : 3
Minimum Essence : 1
Requires : None
A solar with this charm has a grasp like that of a dragon of the earth opening forth a ravine beneath a city and than crushing it as it falls into the ravine.
The solar makes a clinch or a hold as normal, however after making his roll to control the clinch or hold, the solar may find that he does not have enough successes, he may than proceed to purchase additional successes to maintain his grasp on his opponent. The solar may than activate this charm and purchases successes up to (his essence trait + successes already rolled). Each success purchased thus costs 2 motes.
Escaping the Depths of the Ocean
Cost : 5 motes
Type : Reflexive
Duration : Instant
Minimum Brawl : 4
Minimum Essence : 2
Requires : Earth Dragon's Grasp
To fight against another brawler means that one must be prepared to clinched or placed in a hold. However, against other exalted brawlers, this can mean charm-enhanced clinches or brawl that can not be normally escaped once trapped by them. Truly, it is like being trapped at the bottom of the ocean.
A solar with this charm learns to loosen his body so that he may slip the clutches of his opponent. The solar spends 5 motes and he automatically slips free of any clinches or holds that he is in. This is a perfect effect. This charm does not work against being tied up or bound in any way, only on clinches and holds.