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Over to Clinch Enhancement charms

Basic Solar Brawl Charms

Unmatched Prowess

  Cost: 3 motes
  Duration: One day
  Type: Simple
  Minimum Brawl: 3
  Minimum Essence: 2
  Prerequisite Charms: Fists of Iron Technique

The character suffuses his body with Essence, strengthening his muscles and perfecting his body as a marvellous instrument of war. For the rest of the day, the Solar gains a +4L damage bonus to all of his unarmed hand-to-hand attacks. He also gains a +2 bonus to his Accuracy, and Defense while unarmed, and a +3 bonus to his initiative roll. The character is able to parry lethal attacks without a weapon while this charm is active.

Ripping Steel Fist

  Cost: 3 motes
  Duration: Instant
  Type: Supplemental
  Minimum Brawl: 4
  Minimum Essence: 2
  Prerequisite Charms: Fists of Iron Technique

A solar's hands become as hard as diamonds with this charm is invoked, able to punch easily through the strongest materials without worry or struggle. The target's damage is considered piercing, halving the targets armor-based soak. After a battle in which this charm was used, any armor that was pierced typically needs some maintenance to remain fully functional. This charm must be activated before the attack roll.

Other Charms

  • Fists of Iron Technique has its Minimum Brawl rating lowered to 2. This charm adds +1 accuracy and +2L damage to an attack, and allows him to parry lethal attacks barehanded. This charm stacks fully with Unmatched Prowess, but must be used to enhance attacks individually. See the Exalted Players Guide, page 206.

Clinch Enhancers

Effortless Hold

  Cost: 4 motes
  Duration: Until broken
  Type: Simple
  Minimum Brawl: 3
  Minimum Essence: 1
  Prerequisite Charms: None

This charm allows the Solar to idly grab an opponent with a free hand, and begin a clinch. While this requires his action on the round the clinch is initiated, once it's begun the Solar can continue the rest of the combat without paying more than casual attention to his 'captive'. He may make brawl or melee attacks on other targets, move around (dragging his captive with him), or otherwise engage in whatever actions he finds necessary in the situation. Simply make all the clinch rolls as normal, but these do not consume the Solar's turn or cause him difficulty at all -- except that he suffers the -6 initiative penality for clinching, regardless of his other action.

This charm prevents any actions that would require two hands, though it enables you to use that remaining hand quite impressively. In addition, while it's possible to attack the Clinched victim in some way while using this charm, that victim is not defenseless. He may use any reflexive Defensive charms he might have access to, even if he would normally be unable to do so.