Brawl Charms

 

Drowning Embrace

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 2

Minimum Essence: 2

Prerequisite Charms: None

The victims of this Charm drown on dry land, locked into a fierce clinch with the Exalt. Survivors of the assault actually cough up water from their lungs. This Charm must be used in conjunction with a clinch attack against the target. The Dragon-Blooded’s clinch does lethal rather than bashing damage. For each successive turn the clinch is maintained and this Charm is invoked, the clinch does an additional +1L damage. Stopping the use of this Charm for even a turn will reset the damage of the clinch to normal.

 

Riptide Method

Cost: 1 mote per attack/foe

Duration: One turn

Type: Extra action

Minimum Brawl: 4

Minimum Essence: 2

Prerequisite Charms: Drowning Embrace

A brawler using this Charm is capable of wrestling up to four opponents at once ― theoretically, one for each limb, though combatants of particularly large girth may simple immobilize opponents with their bulk.

The Exalt’s player makes Dexterity + Brawl rolls to initiate the attacks, which must be clinches or holds. Each attack costs a single mote, each must be made against a different target, and the Exalt may not make more than four such attacks. The targets may dodge or parry as normal, meaning that some may escape while others may not.

In subsequent turns, the Dragon-Blood may, after initiative is rolled but before anyone acts, spend Essence to keep this Charm active. Again, the cost is 1 mote per already-restrained victim per turn. If the character has less than four victims and others are still within reach, then on his action, he may pay more motes and attempt to put them in clinches or holds.

If the Exalt does not pay the motes of Essence each turn to maintain the assault, then he must let some of the grappled opponents free. The Dragon-Blood may not move while using this Charm after the initial assault ― his victims must come to him.

 

Pounding Surf Style

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 2

Minimum Essence: 1

Prerequisite Charms: Drowning Embrace

Not even the Blessed Isle is immune to the inexorable power of water, as it is slowly shaped over the eons by the pounding of the waves. A Dragon-Blood emulates the repeated crashing of the surf with this style, wearing down the protection of his foe’s armor with a flurry of blows. The Exalt makes a Brawl attack. Damage for the first such attack that lands ignores one point of the target’s soak. If the character uses this Charm and strikes the target again later in the scene, each successive such blow ignores an additional point of soak. Thus, on the second successful attack, the character would be at -2 soak, and on the third attack, -3. The target’s armor is not physically damaged, just temporarily compromised to the benefit of the attacking Dragon-Blood ― no other attackers gain this benefit, and the armor penalties do not last past the end of the scene.

 

Fist-Spinning Maelstrom

Cost: 2 motes per attack, 1 Willpower

Duration: Instant

Type: Extra action

Minimum Brawl: 4

Minimum Essence: 2

Prerequisite Charms: Pounding Surf Style

A Dragon-Blood using this Charm attacks her enemies to all sides with lightning-quick, accurate strikes. Each extra attack costs 2 motes. The Exalt must be facing multiple opponents, and she must attack each opponent at least once. She cannot launch more attacks in a turn than she has dots of Brawl.

 

Blade-Deflecting Palm

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Brawl: 3

Minimum Essence: 1

Prerequisite Charms: None

The average street brawler quickly falls back before any sharp pointy object waved at him. A true student of the art, however, can turn aside armed blows without dismay. Upon activating this Charm, the user may parry any incoming brawl, martial arts or melee attacks with his Brawl, including specialties, and with no penalty or harm for fighting unarmed.

 

Become The Hammer

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 2

Prerequisite Charms: Blade-Deflecting Palm

This Charm turns the Dragon-Blood’s brawling strikes into deadly, crushing blows that are extremely difficult for an unarmed opponent to turn aside. A punch or kick delivered with this Charm does lethal damage rather than bashing and is treated as an attack with a weapon for the purpose of parrying. As usual, additional strikes made using this Charm during the same turn require that the Essence cost of the Charm be paid again.

 

Flow Past Defenses

Cost: 2 motes + 1 mote each additional turn

Duration: One turn

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 2

Prerequisite Charms: Riptide Method, Pounding Surf Style, Become the Hammer

A master brawler unafraid to go toe to toe with a powerful enemy can use this Charm to aid her allies’ attacks. While applying a hold to her foe, she exposes him to greater harm while keeping her own limbs more or less out of the way.

After the Exalt makes a successful hold attack, she may use her extra successes on that roll to reduce her enemy’s lethal and bashing soak totals by that amount until her next action or until the enemy breaks the hold.  The result may be maintained through additional turns by paying two additional motes. Once each turn the hold is maintained, the Dragon-Blood’s player may roll her character’s Essence. Every success on this roll further reduces the target’s soak by a point. The Exalt is not normally harmed by attacks aimed at the held foe, although a botched attack may still injure her.

 

Bonds Of Unbreakable Ice Technique

Cost: 3 motes, 1 Willpower

Duration: Essence in turns

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 2

Prerequisite Charms: Riptide Method

Just as ice on a frozen sea can hold a ship fast in place, the character can use bonds of Essence to maintain a hold on an opponent. The character makes a hold attack on her opponent normally and uses this Charm. If the hold attack is successful, then, at the beginning of the next turn, the character can let go and act normally. The opponent will remain held as if by the character for an additional number of turns equal to the character’s Essence score. The opponent can attempt to break free normally, and all such attempts are made as if against the character. Even if the opponent cannot break free, once the duration of this Charm is up, he is automatically freed. The character can use this Charm to immobilize multiple opponents one after the other and can enhance the hold by placing this Charm in a Combo.

 

Crushing Glacier Prana

Cost: 10 motes, 1 Willpower

Duration: Essence in turns

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 4

Prerequisite Charms: Bonds of Unbreakable Ice Technique

The character can now also maintain a clinch after she ceases to touch her opponent. The character makes a normal clinch attack and uses this Charm. If the clinch attack is successful, then, the next turn, the character can let go and act normally. The opponent will continue to be crushed by waves of Essence for an additional number of turns equal to the character’s Essence score. The opponent can attempt to break free normally, and all such attempts are made as if against the character. Even if the opponent cannot break free, once the duration of this Charm is up, the opponent is automatically freed. The character can use this Charm to attack multiple opponents one after the other and can enhance the clinch by placing this Charm in a Combo.

 

Smashing Tidal Wave Technique

Cost: 3 motes + 3 motes per additional target, 1

Willpower

Duration: Brawl in turns

Type: Supplemental

Minimum Brawl: 5

Minimum Essence: 4

Prerequisite Charms: Crushing Glacier Prana

Just as a tidal wave can crush many people at once, the character can attempt to hold a number of targets equal to his permanent Essence. In addition, this attack can be made at a range of (Essence x 5) yards. The opponents can be all together in a single group or standing separately — so long as all opponents are in range, the player rolls normally for his character to attempt to place each of them in a hold. The player rolls each hold attempt separately. Unless they break free, all opponents are held for a number of turns equal to the character’s Brawl score. All such attempts are made as if against the character who activated this Charm. Once the duration of this Charm is up, all opponents are automatically freed. The character must maintain these holds as if he were maintaining normal holds. Taking any other non-reflexive action automatically frees everyone effected by this Charm.

 

Slippery Escape Method

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Brawl: 3

Minimum Essence: 2

Prerequisite Charms: Drowning Embrace

As water flows past all obstacles, the character can escape from clinches and holds by literally flowing through the arms of her opponent. For each mote of Essence spent on Slippery Escape Method, the player adds two dice to the roll for her character to escape from clinches and holds. In addition, the player can also add this same bonus to any Larceny roll made to escape from bonds or for any Athletics roll made to squeeze through tight spaces. The character cannot spend more motes on this Charm than her permanent Essence.

 

Swift Stream Prana

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Brawl: 4

Minimum Essence: 3

Prerequisite Charms: Slippery Escape Method

Like a stream of water runs rapidly past stationary obstacles, the character can use this Charm to allow his player to make a reflexive roll for the Dragon-Blood to escape from a clinch or hold or to slip out of bonds. Regardless of whether this roll succeeds or not, the character can then act normally in the turn with no penalty to his dice pools. This Charm can be placed in a Combo with others that can be used to increase his chances of successfully escaping.

 

Disarming Strike Prana

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Brawl: 4

Minimum Essence: 3

Prerequisite Charms: Become the Hammer

Even the most skilled brawlers know the difficulties they have when facing well-armed opponents. This Charm allows a character to reduce the difficulty of an attempt to disarm her opponent by 1. This Charm does not allow the character to take or break the weapon. It only allows her to make a barehanded strike that will cause the weapon to fly out of the opponent’s hand and land (5 + 1 per additional success) yards away. The character can choose in which direction the weapon will land.

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