Brawl Charms

 

Ferocious Jab

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 1

Minimum Essence: 1

Prerequisite Charms: None

The character infuses his anima with Essence, making his strikes much more damaging. On a successful attack, the character may count his extra successes twice for the purposes of determining damage. The Essence for this Charm may be spent after the character rolls the attack.

 

Fists Of Iron Technique

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Ferocious Jab

The character suffuses her fists with Essence, hardening them into deadly weapons. Until her next action, her hand-to-hand strikes do lethal damage, and she can safely parry lethal damage blows with her hands. However, she is no faster than normal and so, generally, cannot parry incoming arrows or magical attacks without a well-described stunt.

 

Ox-Stunning Blow

Cost: 1 mote per die

Duration: Instant

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Fists of Iron Technique

The character concentrates her anima around her fist and smashes it into her enemy, stunning and disorienting him. The character makes a normal attack with her Dexterity + Brawl. If successful, the attack does no normal damage but, instead, does a base of one point of stunning damage for every mote spent on the Charm. This stunning damage is soaked as bashing damage, but can only be soaked with the target’s Stamina. Extra successes on the attack add to damage as usual. However, rather than doing health levels of damage, each success on the damage roll imposes a -1 penalty to the target’s dice pools for a number of turns equal to (7 - the target’s Stamina).

The Exalted using this Charm cannot spend more motes of Essence to power this Charm than twice his Strength, and the Storyteller may rule that certain types of opponents (mechanical constructs, shambling corpses or giant man-eating trees, for example) are too sturdy or insensible to be stunned by the character’s mighty blows.

 

Dragon Coil Technique

Cost: 3 motes per turn

Duration: Varies

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Fists of Iron Technique

The character may wrap his opponents in his mighty arms and crush the very life from them. The character makes a clinch attack as normal, but the attack does the character’s Strength + Essence + 2 in lethal damage, while the subject of the clinch does only the normal Strength + 2 bashing. If the target attempts to escape the clinch, the character performing the Dragon Coil Technique may add his Essence in automatic successes to the reflexive roll to resist the escape attempt. If the target also has Dragon Coil Technique, she may choose to activate it as her action on subsequent turns and do her Strength + Essence + 2 in lethal damage as well. Maintaining this Charm over multiple turns prevents the character from using simple and supplemental Charms but does not prevent the use of reflexive defensive Charms.

This Charm is not compatible with Hammer on Iron Technique or other Charms of the extra action type and cannot be placed in Combos with them.

 

Thunderclap Rush Attack

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Ferocious Jab

The character pours Essence into quickening her motions and rushes aggressively toward her enemy. She automatically wins initiative over a single opponent. Characters cannot split their dice pools on the turn they use Thunderclap Rush Attack. Two characters using Thunderclap Rush Attack in competition roll for initiative normally.

 

Hammer On Iron Technique

Cost: 4 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Brawl: 4

Minimum Essence: 2

Prerequisite Charms: Thunderclap Rush Attack

The character suffuses his body with Essence, turning him into a virtual killing machine, with arms like pounding triphammers. He gains a number of additional attacks equal to his Essence but must make all his attacks against the same target. Hammer on Iron Technique cannot be Comboed with defensive Charms that allow the character to dodge or otherwise avoid attacks, but may be combined with those that allow her to soak or ignore damage.

 

Sledgehammer Fist Punch

Cost: 3 motes

Duration: One turn

Type: Simple

Minimum Brawl: 1

Minimum Essence: 1

Prerequisite Charms: None

The character can suffuse his body with Essence, concentrating his anima until it is a crackling nimbus around him, and become capable of great destruction. This Charm must be used to attack inanimate objects and doubles the amount of damage the character does after extra successes are added but before the object’s soak is applied. This increase in Strength does not add directly to combat damage, though it may assist the character in causing indirect damage (for example, by causing a tower to collapse on top of his opponent).

 

Crashing Wave Throw

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Brawl: 2

Minimum Essence: 1

Prerequisite Charms: Sledgehammer Fist Punch

The character tightly focuses his anima, making him able to apply his Strength more effectively. In addition to doing normal damage, the character also throws his opponent on a successful attack. The target is hurled a number of yards equal to the character’s Strength + his extra successes on the attack roll. This attack cannot be blocked, only dodged. A target who strikes a solid object takes dice of damage equal to the number of yards she would have continued flying had the object not been in the way. This damage is typically bashing but can be lethal if (for example) the object is covered in sharp steel spikes.

Obviously, the target can also suffer serious injury if she is tossed over a cliff or off a ship at sea.

 

Heaven Thunder Hammer

Cost: 3 motes

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: Sledgehammer Fist Punch

The character fully concentrates his anima, gathering dense Essence around his fists. Not only do the character’s unarmed attacks do normal damage, they also hurl his opponents great distances. For each health level of damage he inflicts before soak, the target is hurled backward a yard, as per the effects of the Crashing Wave Throw Charm.

 

Shockwave Technique

Cost: 4 motes

Duration: Instant

Type: Simple

Minimum Brawl: 4

Minimum Essence: 1

Prerequisite Charms: Crashing Wave Throw

The character burns with Essence, increasing her strength and agility to superhuman levels. She seizes one opponent and picks him up bodily, using him to strike another foe. The character makes one attack roll against the primary target. The attack cannot be blocked, only dodged. If successful, this attack does no damage, but the attacker may immediately make a reflexive Brawl attack at her full dice pool against another target within hand-to-hand range.

If the second attack is successful, both the targets take bashing damage equal to the character’s Strength + the extra successes on the Exalted’s reflexive attack. The second target may parry or dodge to reduce damage or avoid the attack, but if the attack is parried, the character being used as a club takes bashing damage equal to the Strength of the Exalted swinging him around + the number of successes the parrying character rolled to block the attacks.

If the Exalted hits with her second attack, both targets are left in a heap on the ground and must spend an action to return to their feet. If the second attack misses, the character being used as a club is hurled a number of yards equal to the Exalted’s Strength, in a direction of the Exalted’s choice, as if he had been successfully attacked with the Crashing Wave Throw Charm.

 

Irrepressible Bravery Tactic

Cost: 3 motes per success

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 2

Prerequisite Charms: Thunderclap Rush Attack

A master warrior must have complete knowledge of his surroundings and the progression of the fight. For a Solar who has mastered this technique, the battle flows around him, and he makes instinctive use of everything that surrounds him and the constant, shifting nature of the fight to his advantage. Brawlers with this Charm have a reputation for foolhardy bravery and dumb luck, for they make use of surprising and spectacular aspects of the fight, turning seemingly hopeless situations to their advantage. Any time a Solar gains bonus dice from a stunt, the Solar may spend 3 motes per stunt die to convert each die into an automatic success. The die isn’t rolled and is simply counted as a success. To use this Charm, the stunt must make use of the Solar’s surroundings or some ongoing aspect of the fight (such as his opponent’s last attack), or the Solar must perform a surprisingly brave or foolhardy act. For the purposes of this Charm, the bonus dice gained from the Daredevil or Signature Style Merits count as stunt dice.

 

Dancing With Strife Technique

Cost: 3 motes

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 3

Prerequisite Charms: Irrepressible Bravery Tactic

A master warrior must have complete knowledge of his opponent, understanding the true extent of the danger he faces. The greatness of Solars can only manifest when faced with foes of equal greatness, and those who have mastered Dancing with Strife Technique understand this principle, throwing themselves at greater and greater foes to feel the joy of battle. Anytime the Solar successfully defends himself from an attack that received no less than (the Solar’s Essence or 5, whichever is higher) successes, he may activate this Charm and gain a temporary point of Willpower. This Charm does not allow the Solar to gain more temporary Willpower than his permanent rating.

 

Supremacy Of War Method

Cost: 1 mote per die

Duration: One scene or until used

Type: Reflexive

Minimum Brawl: 5

Minimum Essence: 3

Prerequisite Charms: Inevitable Victory Meditation, Dancing with Strife Technique

A true warrior has mastered himself, his battlefield and his foes. Every movement, every attack, every action of his foes only increases the mastery of the Solar’s combat technique as he is driven to prove his supremacy upon the field of battle. Anytime an enemy takes an action against the Solar, either an attack or a defense, the Solar may reflexively activate Supremacy of War Method in response. The Solar may commit 1 mote per success his opponent made on his roll. At any time during the following scene, the Solar may add a number of dice to any Brawl roll up to the number of motes committed to Supremacy of War Method. Each die added reduces the Essence committed by 1 mote. A Solar must choose to add dice to his roll before, not after, he makes his roll.

Activating Supremacy of War Method counts as a Charm use for the turn, but gaining bonus dice does not. For example: Michael is attacked by an Immaculate who scores seven successes on his attack roll. Michael spends 7 motes on Supremacy of War Method. On the following turn, he makes an attack, adds seven dice to his dice pool and chooses to activate Ferocious Jab.

A Solar may activate Supremacy of War Method multiple times in a scene to increase his total committed motes, but he may never have more motes committed to Supremacy of War Method than his Wits + Brawl. Dice added through Supremacy of War Method are derived from a Charm and, thus, are subject to all associated limitations.

 

Ascendant Battle Visage

Cost: 10 motes, 1 Willpower

Duration: One turn

Type: Simple

Minimum Brawl: 5

Minimum Endurance: 5

Minimum Essence: 4

Prerequisite Charms: Supremacy of War Method, Bloodthirsty Sword-Dancer Spirit

By combining his pure, instinctive awareness of combat mastered through Supremacy of War Method with the raging fury mastered through Bloodthirsty Sword-Dancer Spirit, the Solar unlocks a deadly secret of his anima. In a fantastic display of power, the Solar’s anima flares to full totemic glory, and within that pillar of divine light, the Solar is reshaped, his body marked by his totem and the colors of his anima. A Night Caste with the totem of the wolf might gain a long, thick mane of grey hair, sharpened teeth and violet or golden eyes, and a Dawn Caste with the totem of the snake might gain a long, sinuous tattoo of a serpent upon his body and eyes of violent crimson. In this temporary state of power, the Solar’s player adds his character’s Essence in automatic successes to any combat rolls made, excluding damage rolls, though the number of successes he adds may not exceed the number of dice rolled, excluding bonus dice gained from Charms. This Charm lasts only a short time and threatens to enrage the character if sustained for too long. Once Ascendant Battle Visage has expired, the character may reflexively renew it. Doing so costs him no Essence or Willpower. Instead, for each turn he extends Ascendant Battle Visage, roll his highest Virtue. Each success increases his Limit by 1. Should the Solar suffer Limit Break during the use of this Charm, he frenzies as per Bloodthirsty Sword-Dancer Spirit, and Ascendant Battle Visage’s bonuses remain for the rest of the scene. The actual effects of the Limit Break itself, including the bonus to Willpower, begin after the scene ends.

 

Knockout Blow

Cost: 3 motes + 2 motes per additional die

Duration: Instant

Type: Supplemental

Minimum Brawl: 4

Minimum Essence: 3

Prerequisite Charms: Ox-Stunning Blow

With greater skill and Essence comes greater power and control. This Charm allows the character to precisely gauge the amount of damage he is causing. Punches enhanced by this Charm cannot accidentally do lethal damage to the target. If the player rolls more health levels of damage than the target has remaining health levels, all remaining damage is ignored. If the damage rolled is insufficient to knock out the target, then the attacker can roll additional dice in an attempt to do enough damage to knock the target out. The character may buy additional damage dice at 2 motes per die. These dice are bought and rolled one at a time as a Reflexive Action, and a character can continue buying and rolling them for as long as he can pay for them. A character cannot buy dice to gain additional damage levels beyond those required to knockout the target.

Characters can easily run out of Essence if they use this Charm repeatedly. If a character runs out of Essence while using this Charm, count all damage dice that have been paid for. This Charm cannot be used if the character is wielding Tiger Claws or any other weapon or magical effect that causes his punches to do lethal damage.

 

Pounding Hammer of Devastation Technique

Cost: 7 motes

Duration: Instant

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 5

Prerequisite Charms: Heaven Thunder Hammer

The character concentrates vast amounts of Essence around her hands, allowing her to inflict terrible wounds. The character’s blow does lethal damage. In addition, when used against a living target, this Charm adds a bonus to the base damage of the attack equal to the attacking character’s Permanent Essence. However, this Charm is far more effective when used against inanimate targets. If the character attacks an inanimate object, add a number of damage levels equal to four times the attacking character’s Permanent Essence. A single such punch or kick can knock down a sturdy oak door or break a hole in a ship’s hull large enough to walk through.

 

Adamantine Fists Of Battle

Cost: 7 motes, 1 Willpower

Duration: One scene

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 6

Prerequisite Charms: Heaven Thunder Hammer, Hammer on Iron Technique

Essence concentrates around the character’s hands, infusing them with great and lasting power. For the next full scene, the character adds a number of levels of damage equal to twice her Permanent Essence to all Brawl attacks. When this Charm is performed, the caster can also specify whether these attacks will do bashing or lethal damage. Using this Charm, the character can even choose to do bashing damage when wielding a weapon that would normally cause his blow to do lethal damage.

 

Inevitable Victory Meditation

Cost: 3 motes, 1 Willpower

Duration: Until used

Type: Simple

Minimum Brawl: 5

Minimum Essence: 1

Prerequisite Charms: Fist of Iron Technique

A master warrior must have complete knowledge of his own skills and prowess. With a moment of focus, the Solar centers himself and secures his knowledge of victory. When the perfect opportunity to strike comes, the Solar will know and make full use of the opening. Unlike the meditative nature of martial arts, this technique is trancelike, similar to the perfect, blood-tinted awareness of victory that cold-eyed berserkers receive.

The Solar takes a moment to focus himself into his trance, letting his skill reach an instinctive level, and then, his player rolls the character’s Wits + Brawl, adding a number of successes equal to the Solar’s Essence. The Solar may spend a Willpower point on the roll for an automatic success, augment it with any appropriate Charms or use any other appropriate, normal method for improving the success of this roll. The Solar’s player notes the number of successes he received on the roll. At any time for the remainder of the scene, the Solar may reflexively replace the results of any single Brawl roll with the successes rolled during the activation of Inevitable Victory Meditation. Inevitable Victory Meditation replaces the previous roll in its entirety, and any bonuses that applied to the previous roll, including dice or successes gained from Charms, Virtues or Willpower points, are lost. After Inevitable Victory Meditation has replaced a Brawl roll, the Charm expires, and the character must activate it again if he wishes to reap its benefits once more. A Solar may freely end the Charm prematurely if, for example, his player rolls poorly upon activation and wishes to try again for a better result. While activating Inevitable Victory Meditation counts as the Solar’s Charm use for the turn, replacing the successes of a roll does not. A Solar may wait for his opponent to roll for his defense before replacing the successes of his attack roll. A Solar may not have more than one instance of this Charm active at any given time.

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