Brawl Charms
Excellency
Become the Hammer
Cost: 1m/die or 2m/success; Mins: Brawl 1, Essence 1
Type: Supplemental or Reflexive; Duration: Instant
Keywords: Balanced, Excellency, Uniform, Water
Prerequisite Charms: None
You flow like water, and like water your strikes are powerful and fluid.
Add 1 die per 1m spent. You may deal lethal damage with your bare hands.
Alternatively, add 1 Parry for 2m. You may block lethal damage with your bare hands.
Essence 1
Pounding Surf Style
Cost: 2m; Mins: Brawl 2, Essence 1
Type: Supplemental (Attack); Duration: Instant
Keywords: Balanced, Water, Withering-only
Prerequisite Charms: None
Your strike carries the persistent power of water that erodes stone under centuries of waves.
Add your target’s current Onslaught penalty to this attack’s Overwhelming.
WATER AURA – Also add this bonus to the raw damage.
Flotsam-and-Jetsam Approach
Cost: 1m; Mins: Brawl 1, Essence 1
Type: Reflexive; Duration: One scene
Keywords: Uniform, Water
Prerequisite Charms: None
You grab whatever is within reach, and smash it against your target with the force of waves wearing down the shore.
Pay no Initiative for wielding improvised weapons in combat; this applies to all improvised weapons wielded with Brawl, as well as with any other Ability. You may use Strength instead of Dexterity to make these attacks.
Water Dragon’s Coils
Cost: 3m; Mins: Brawl 2, Essence 1
Type: Simple; Duration: Instant
Keywords: Balanced, Decisive-only, Water
Prerequisite Charms: None
Your grasp is as inescapable as a riptide pulling down. Water Essence swirls around you as you strike.
Make a grapple with (Strength + Brawl). Effects like Strength of Stone Technique don’t add to this roll. Every 2 threshold successes adds 1 bonus die to the Initiative roll.
Inescapable Whirlpool Hold
Cost: 5m; Mins: Brawl 3, Essence 1
Type: Supplemental (Grapple); Duration: Instant
Keywords: Balanced, Decisive-only, Water
Prerequisite Charms: Water Dragon’s Coils
Your grip is as curshing as deep sea pressure.
Reroll 6s on both the Initiative roll and the control roll when you establish a grapple.
WATER AURA – If you succeed on the control roll, refund the Initiative cost of your grapple.
Oaken Thew Exertion
Cost: 4m; Mins: Brawl 3, Essence 1
Type: Supplemental (Attack); Duration: Instant
Keywords: Dual, Wood
Prerequisite Charms: Pounding Surf Style or Water Dragon’s Coils
Your limbs are sturdy and unyielding like an ancient oak tree. They trail leaves or blossoms as you strike.
Withering
Add (Stamina) to the raw damage of your attack.
Decisive
Add (Stamina) bonus dice to the control roll of a grapple.
WOOD AURA – Add a bonus non-Charm success if you hit your dice limit.
Essence 2
Blade-Deflecting Palm
Cost: 1m/die, 1i; Mins: Brawl 3, Essence 2
Type: Reflexive; Duration: Instant
Keywords: Perilous, Uniform, Water
Prerequisite Charms: None
Your limbs flow through a flowing kata, trailing bubbles. Even deadly strikes curve and fall away as they strike this flow.
When you use Brawl or Martial Arts to block, reroll up to (Essence) of the attacker’s successful dice for 1 mote apiece. Start with the 7s and move up from there.
Crushing Avalanche Grasp
Cost: 5m, 1i; Mins: Brawl 3, Essence 2
Type: Supplemental (Grapple Attack roll); Duration: Until the grapple ends
Keywords: Decisive-only, Earth
Prerequisite Charms: Inescapable Whirlpool Hold
Your hold is unshakeable as stone. Grappling with you is like grappling a statue.
If you successfully establish the grapple, then you don’t loose control from attacks that miss you.
EARTH AURA – You also don’t loose control from attacks that hit you but are reduced to minimum damage.
Currents Sweep to Sea
Cost: 4m (+1a); Mins: Brawl 3, Essence 2
Type: Simple; Duration: Instant
Keywords: Decisive-only, Water
Prerequisite Charms: Water Dragon’s Coils
You coax water to flow as you do, whipping it out in a flowing tentacle that you can use as an extra limb.
You can only activate this Charm if you are within close range of a source of water. If you have no source of water, you can expend 1 level of your anima instead.
You create a tendril of water and make a grapple against an enemy out to short range. If you win control of the grapple, you drag them into close range.
WATER AURA – The tendril can go out to medium range.
Entangling Roots Embrace
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental (Grapple Attack); Duration: Until the grapple ends
Keywords: Decisive-only, Wood
Prerequisite Charms: Oaken Thew Exertion
Your hold saps strength from your foe.
If you successfully establish the grapple, you steal 1i from your opponent at the end of each of your turns.
Hammering Wave Technique
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental (Damage); Duration: Instant
Keywords: Dual, Water
Prerequisite Charms: Pounding Surf Style
Your blows wear down your opponent like the tide wears down rocks.
Withering
Double your Strength when calculating damage.
WATER AURA – If you deal 3+ withering damage, the Onslaught for this attack lasts an extra turn.
Decisive
Double 10s on the damage roll.
WATER AURA – If you inflict at least one level of health track damage, the Onslaught from this attack lasts an extra turn.
Twisting Vicious Tide
Cost: 1m; Mins: Brawl 3, Essence 2
Type: Supplemental (Clash); Duration: Instant
Keywords: Uniform, Water
Prerequisite Charms: Pounding Surf Style
Water is persistent, wearing stones down over time. Your fists boil with black Water Essence; your opponent is about to learn this lesson the hard way.
Your opponent loses dice from his attack equal to his Onslaught penalty that wore off at the start of his turn. If he has current Onslaught (has not reset), he takes that penalty instead.
Stone Fist Strike
Cost: 3m; Mins: Brawl 3, Essence 2
Type: Supplemental (Damage); Duration: Instant
Keywords: Dual, Earth
Prerequisite Charms: None
You harden your fists with the power of stone.
Gain the Smashing tag on an unarmed attack.
Withering
Also add 1 automatic success on the attack roll and (Essence / 2, round up) Overwhelming.
EARTH AURA – Add (Essence) Overwhelming instead.
Rolling Boulder Throw
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental (Smashing Attack); Duration: Instant
Keywords: Aura, Decisive-only, Earth
Prerequisite Charms: Stone Fist Strike
You throw the weight of a mountain behind your punch, sending your foe flying.
Add (Strength) threshold successes as dice of damage. You may both knock your target prone and knock your target back 1 range band.