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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.