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.