Solar Brawl Charms

Normal font are canonical.

Bold font are charms John has altered.

Italicized charms were created by John.

Name: Destructive Strike

This charm adds one die to an offensive Brawl pool for every mote spent on it, to a max of Dex + Brawl.

Name: Practiced Pugilist Technique

The Exalted adds his Essence in dice to all his attack pools for the rest of the Scene. This cannot more than double his normal Dexterity + Brawl pool.

Name: Potent Fist Technique

The Unconquered Sun rarely misses. Neither do you. When you make a Brawl roll, you may convert dice into successes without rolling; you must do this before you roll the attack.

Name: Supreme Punch Technique

The Solar strikes with the full force of the Sun; his blow is unblockable and always scores at least one success to hit despite any penalties or bad rolls.

Name: Blistering Might Punch

The Warrior lands a blow which automatically hits. It cannot be blocked except by defenses which block unblockable attacks. It does base damage plus your Essence and is treated as having scored exactly the number of successes needed to hit.

Name: Mighty Solar Brawl

The Warrior lands a blow which automatically hits. It cannot be blocked except by defenses which block unblockable attacks. It does base damage plus your Essence and is treated as having scored exactly the number of successes needed to hit.

Name: Brutal Attack

The Exalted now adds his Essence to the damage he inflicts with a single Brawl attack.

Name: Haymaker

The Haymaker is slow but potent. Every point of Essence you spend lowers your initiative by one, but adds 3 to your damage with a Brawl attack.

Name: Chin-Smashing Strike

The Exalted can spend up to his Essence in motes, each adding 4 dice to his damage before soak.

Name: Sledgehammer Strike

A Sledgehammer Strike doubles total damage from extra successes and base damage before soak. (It does not double the damage from other charms.)

Name: Crushing Strike

A Crushing Strike does double damage dice after Soak.

Name: Flesh-Ripping Punch

One Brawl attack by the Exalted now does aggravated damage.

Name: Rampage of Death

For one turn, all Brawl attacks made by the Exalted do aggravated damage.

Name: Mighty Grasp

This automatically blocks a single attempt to escape a clinch being maintained by the Solar.

Name: Ever-Crushing Arms Method

The Brawler strengthens his grip with the might of the Unconquered Sun. He now does Strength + Essence + 3 Lethal damage whenever he clinches someone. He adds his Essence in automatic successes to any attempt to resist someone breaking out of his clinches. Unlike Dragon Coil Technique, he may freely combo this with other Brawl charms as he likes.

Name: Tightening Grasp Attack

A Tightening Grasp attack becomes ever stronger the longer it lasts. The Exalted can activate this charm once he establishes a clinch. For the rest of the first turn, he adds 2 dice to clinch damage and 2 dice to resist any attempts to break free. Each subsequent turn, to a limit of his essence, he adds one more to damage and resisting escape attempts. (So round 2 adds 3 dice instead of 2, round 3, he adds 4 dice instead of 3 and so on.)

Name: Supreme Crush

The Exalted can activate this charm when he is about to inflict Clinching damage; as a result, he adds his Brawl and Essence to the base damage of his Clinch.

Name: Wide Reach Method

The Brawler becomes an ever more expert grappler. He can make a single Clinch attack, and it effects his Essence worth of targets. Each defends seperately. He can maintain this hold on all of them without penalty, until the charm expires. If he still has the Clinches active when it expires, he can simply pay the Essence and maintain the hold.

Name: Solar Chains Assault

Great chains of solar energy wash out from the Brawler's body. He can attempt to Clinch everyone within his Essence in Yards. He makes one roll and they all defend separately. He can keep them held by paying the cost of this charm each turn.

Name: Inescapable Attraction of the Sun

Great flares of solar energy wash out from the Brawler's body. He can attempt to Clinch everyone within five times his Essence in Yards. He makes one roll and they all defend separately. He can keep them held by paying the cost of this charm each turn.

Name: Foe-Staggering Punch

Instead of doing normal damage, the Exalted does 1 die of special damage for every mote spent on the charm. It is soaked as if it was bashing damage, but every success on the damage roll inflicts a -1 die penalty on the punch victim, which lasts for a number of turns equal to the Brawl + Essence of the Exalted.

Name: Agony-Inducing Assault

In addition to doing normal damage, every wound inflicted by the blow also causes a -1 penalty which lingers until the wound is healed.

Name: Limb-Crippling Blow

On a successful attack which inflicts a number of wounds of actual damage equal to or greater than the target's stamina, the Exalted can use this charm to break one of the target's limbs.

Name: Long-Lingering Agony

Those mauled by the Brawler will be feeling the pain for a long time. One you strike someone with this blow, they suffer an additional -1 penalty for every wound of damage you inflict, which last an additional number of days equal to the Brawler's Essence.

Name: Knockout Blow

(Based on Dawn Castebook Charm) This blow allows the Exalted to land a precisely measured punch. Any blow landed with this punch automatically does bashing damage, regardless of other factors. Any damage done beyond what is needed to knock the target out simply does not happen. This reduction is made after everything else tries to reduce the damage. If the blow fails to knock a foe out, the Exalted may begin reflexively buying damage dice, for 2 motes a die, and rolling them, until either she gives up or her foe finally goes down or her essence reserves are gone.

Name: Sucker Punch

As Knockout Blow, but the attack comes from an unexpected direction. The foe loses successes from his defensive roll equal to the Brawler's Essence.

Name: Solar Surprise Kick

As Sucker Punch, but more efficient.

Name: Slap Aside

Each mote burnt buys a die of parry with Brawl. You must use other charms to ensure you can parry lethal damage with this. You can buy up to Dex +Brawl; this can create a parry action with Brawl or add to one.

Name: Elbow Aside

This buys a free parry at your full Brawl pool. It does not, of itself, enable you to parry lethal attacks without a stunt.

Name: Guard Stance

Until your initiative on your next turn, you may reflexively parry any incoming attacks of which you are aware at your full Brawl + Dex pool. This allows parries of lethal attacks and missile attacks. This may be comboed even though it is not instant.

Name: Cautious Boxer Stance

For the rest of the scene, you may reflexively parry any incoming attacks of which you are aware at your full Brawl + Dex pool. This allows parries of lethal attacks and missile attacks.

Name: Alert Boxer Stance

For the rest of the scene, you may reflexively parry any incoming attacks, even if you are not aware of them, at your full Brawl + Dex pool. This allows parries of lethal attacks and missile attacks.

Name: Crushing Block

You block a blow so hard that it injures your foe from the force of it. If you successfully block an attack, you can activate this charm to use the extra successes as a counterattack upon your foe. He may defend normally.

Name: Counterpunching Stance

Until your initiative in the next turn, every time you successfully block, you get to use the extra successes as a counterattack upon your foe. He may defend normally.

Name: Inevitable Counterpunching Stance

For the rest of the scene, every time you successfully block, you get to use the extra successes as a counterattack upon your foe. He may defend normally.

Name: Strength of Steel Technique

The Exalted pulls the strength of Steel into his limbs; he can now block Lethal damage and dishes it out with his fists for the rest of the Scene.

Name: Power of the Mountains Method

The Exalted pulls the strength of a mountain into his limbs; he can now block Lethal damage and dishes it out with his fists for the rest of the Scene. Also, he adds his Essence to all damage.

Name: Might of Orichalcum Method

The Exalted transforms his body into an Orichalcum weapon. He adds his Brawl skill to all attack and defense dice pools, and adds his Essence to Initiative. He also raises his base damage by his Essence, and he does Lethal damage with every blow and can freely block attacks with his limbs.

Name: Unconquered Sun Brawling Method

The Brawler takes on the appearance of the Unconquered Sun. He grows to ten feet tall, gaining an extra -0 wound level and 2 -1 wound levels. He also grows a second set of arms. These arms can act independently; this gives him a second action each turn, which can be split as usual. He also gains the benefits of Might of Orichalcum Method.

Name: Thunderclap Rush Attack

The Solar moves in a blur; add your Brawl to your Initiative for one turn. This charm may be substituted for any Martial Arts charm which does the exact same thing for all purposes.

Name: Hammer on Iron Technique

The Exalted unleashes a flurry of blows like a smith striking an anvil. He can unleash his Brawl worth of blows at a single foe, each at full die pool.

Name: Flurry of Fists

The Solar concentrates on a frenzied assault. The Solar may make one extra Brawl attack for every three motes of Essence he spends on this charm. He may split this among foes however he likes.

Name: Human Tornado

The Solar lashes out with his fists against a foe. If he hits, he may strike a second foe in turn, striking yet another if he hits them. He may continue to do this until everything he can reach with his normal combat movement has been hit. Each blow must strike a different target.

Name: Frenzied Assault

The Brawler unleashes a berserk assault upon a foe, gaining one attack for every mote he spends, to a limit of his Essence. All must be directed at the same target. This charm cannot be comboed with non-Brawl defensive charms, but can be comboed with soak and armor charms.

Name: Hail of Fists Method

The Brawler strikes with blinding speed, launching his Essence worth of attacks which he may divide among his foes however he likes.

Name: Anvil-Pounding Frenzy

The Brawler can now unleash his Brawl + Essence worth of Brawl attacks on anyone within reach.

Name: Street Sweeping Technique

The Brawler unleashes a mobile assault flurry. So long as each of his attacks hits (it need not do damage), he may strike again, so long as he either has movement left or has foes within arm's reach. He can attack, move, attack, repeatedly, so long as he has movement left to the normal limits of movement when doing other things. (This movement may be augmented with other charms, and this charm may be comboed with any other charm that adds extra movement for a person on foot (or mounted if the Brawler is mounted.)

Name: Foe-Hurling Prana

This attack cannot be blocked, only dodged. The character strikes his foe with such great force that the foe is hurled two yards for every extra success as well as taking normal damage. (The Brawler chooses the direction.) If he lands on something solid and unyielding, then he takes one bashing for every yard short of the maximum distance that he makes impact. (IE, if he would have been flung 10 yards and hits a wall two yards away, he takes eight bashing.) This is normally bashing, unless the surface is particularly dangerous (jagged glass, molten lava, etc.)

Name: Foe-Propelling Prana

This attack cannot be blocked, only dodged. The character strikes his foe with such great force that the foe is hurled three yards for every extra success as well as taking normal damage. (The Brawler chooses the direction.) If he lands on something solid and unyielding, then he takes one bashing for every yard short of the maximum distance that he makes impact. (IE, if he would have been flung 10 yards and hits a wall two yards away, he takes eight bashing.) This is normally bashing, unless the surface is particularly dangerous (jagged glass, molten lava, etc.)

Name: Far Flung Enemy Method

This attack cannot be blocked, only dodged. The character strikes his foe with such great force that the foe is hurled four yards for every extra success as well as taking normal damage. (The Brawler chooses the direction.) If he lands on something solid and unyielding, then he takes one bashing for every yard short of the maximum distance that he makes impact. (IE, if he would have been flung 10 yards and hits a wall two yards away, he takes eight bashing.) This is normally bashing, unless the surface is particularly dangerous (jagged glass, molten lava, etc.)

Name: Inescapable Propulsion Strike

This attack cannot be blocked or dodged, except by charms that allow one to block or dodge normally unblockable or undodgeable things (ie, perfect defenses). The character strikes his foe with such great force that the foe is hurled four yards for every extra success as well as taking normal damage. (The Brawler chooses the direction.) If he lands on something solid and unyielding, then he takes one bashing for every yard short of the maximum distance that he makes impact. (IE, if he would have been flung 10 yards and hits a wall two yards away, he takes eight bashing.) This is normally bashing, unless the surface is particularly dangerous (jagged glass, molten lava, etc.)

Name: Interrupting Punch

On a successful block, the Solar knocks his foe back by one yard for every success he got above what was needed to block the attack. This does not give you a free block; it must be used to supplement one.

Name: Repelling Defense

Until his next turn, on a successful block, the Solar knocks his foe back by one yard for every success he got above what was needed to block the attack. This does not give you a free block; it must be used to supplement one.

Name: Foe-Tossing Defense Method

For the rest of the scene, on a successful block, the Solar knocks his foe back by one yard for every success he got above what was needed to block the attack. This does not give you a free block; it must be used to supplement one.

Name: The Land Repels the Sea

For the rest of the scene, on a successful block, the Solar knocks his foe back by five yards for every success he got above what was needed to block the attack. This does not give you a free block; it must be used to supplement one.

Name: Double-Knockout

If a foe attacks you, you get an immediate reflexive counter-attack on him, resolved after his roll to hit you, but before he rolls for damage. As with all counter-attack charms, you cannot counter-attack a counter-attack.

Name: Counter-Punch

This gives you a free block against an attack; if you beat the foe's successes, your extra successes become a normal Brawl assault against him.

Name: Celestial Counter-Punching Stance

Until your action next turn, this gives you a free block against each hand to hand attack directed at you; if you beat the foe's successes, your extra successes become a normal Brawl assault against him.

Name: Take Them With You Stance

Until your action in the next turn, if a foe attacks you, you get an immediate reflexive counter-attack on him, resolved after his roll to hit you, but before he rolls for damage. As with all counter-attack charms, you cannot counter-attack a counter-attack.

Name: Mutual Incapacitation Kata

For the rest of the scene, if a foe attacks you, you get an immediate reflexive counter-attack on him, resolved after his roll to hit you, but before he rolls for damage. As with all counter-attack charms, you cannot counter-attack a counter-attack.

Name: Dual Smiting Method

This charm allows you to make a Brawl attack against a foe. The attack can be dodged, but not blocked. If you hit him successfully, he takes the normal damage and flies a number of yards equal to the extra successes. This does damage equivalent to Shockwave Technique if you direct him at something inanimate. You can choose to aim him at a foe, in which case you reflexively roll your Brawl + Dex again to hit that foe. If you hit, the second target takes normal brawling damage, while the first target takes normal damage as if you'd just directed the attack at him, plus the damage he would have taken for being knocked into an inanimate object. If the second target parries, whether he succeeds or fails, any successes on the parry roll are added to the damage inflicted to the first target. (Example: Armadillo Rising (Strength 4, total Brawling damage of 7 Lethal due to a Smashfist) attacks Falling Star (Lethal Soak 5), a Dragon-Blood. Armadillo Rising scores 8 successes, while Falling Star gets 4 on his dodge. He hits Falling Star and can throw him up to 4 yards. He also inflicts 7 + 4 = 11 Lethal - 5 soak = 6 damage dice, doing 3 wounds to Falling Star. Armadillo Rising knocks Falling Star at Quiet Lake (Lethal Soak 3), another Dragon-Blood, who is 2 yards away. He rolls again and gets 9 successes, while Quiet Lake scores 6. Armadillo Rising gets 3 extra successes and inflicts 7 + 3 = 10 Lethal - 3 Soak = 7 dice for wound rolling against Quiet Lake. He scores 4 successes and does four wounds. Meanwhile, Falling Star takes 7 Lethal for the base damage, 3 Lethal for the extra successes, 2 wounds (4 possible yards - 2 actual yards thrown = 2 wounds) for the throw, and 6 wounds for Quiet Lake's parry. So Falling Star takes 7 + 3 + 2 + 6 = 18 - 5 soak = 13 damage dice. 8 successes means 8 wounds for him. OWW.)

Name: Domino Toppling Assault

This vicious assault is like Dual Smiting Method, except that every time you knock someone into someone else, you can knock the second target into yet another person until you run out of people within knocking range or you miss hitting someone with someone else.

Name: Wall Crumbling Prana

For the rest of the scene, the character does double damage to inanimate objects.

Name: Wall Smashing Prana

For an entire scene, the character does double damage to inanimate objects before soak.

Name: Gate-Crushing Punch

For an entire scene, the character does triple damage to mundane inanimate objects before soak.

Name: Fortress-Shattering Blow

For an entire scene, the character does quadruple damage to mundane inanimate objects before soak.

Name: Foe Disarming Blow

Upon striking a foe, instead of injuring him, you can choose to disarm him instead. If your extra successes equal or exceed his strength, his weapon flies out of his hands.

Name: Weapon-Shattering Blow

On a successful blow, instead of injuring your foe, you automatically shatter his weapon, if it is mundane.

Name: Daiklaive-Breaker

By channeling the power of the Unconquered Sun, you attempt to shatter any weapon. Mundane weapons shatter automatically if you hit. Weapons made of the Five Magical Materials are damaged and possibly break. Treat the weapon as having no soak against the attack, but 20*its artifact level in Health levels. This charm is usually comboed with others to let you do enough damage to finish it off with one blow.

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