Drunkard Takes the Blow
Cost: 3 motes Duration: Instant Type: Reflexive Min. Brawl: 4 Min. Resistance: 2 Min. Essence: 1 Prereqs: Fist of Iron Technique, Durability of Oak Meditation
Those among the Exalted who were brawlers in their previous life often remember a night drinking gone awry, and having to prevent decidedly painful objects from penetrating sensitive areas of their anatomy. A charm enhanced version of such actions, Drunkard Takes the Blow allows the Exalt to throw himself into a blow, rather than away, ensuring that it lands on heavily muscled forearms unnaturally strengthed by Essence. This gives the Exalt a Dexterity+Brawl roll that is applied as a parry to the attack.
Grinning Interception Technique
Cost: 5 motes Duration: Instant Type: Reflexive Min. Brawl: 4 Min. Essence: 1 Prereqs: Drunkard Takes the Blow
Everyone has seen the fool throw a punch at the wrong person and have his hand crushed into an unrecognizable mass for his troubles. That's what this charm allows. When activated - which it may only be after a Brawl or non-supernatural Martial Arts attack has been used against the character - the character may make a "parry" roll with his Dexterity + Brawl. Should the character succeed, he has caught the limb thrown at him, and may proceed to squeeze for all he's worth, causing Str + Essence bashing damage.
Innovative Object Destroying Prana
Cost: 6 motes, 1 Willpower Duration: Instant Type: Reflexive Min. Brawl: 5 Min. Essence: 2 Prereqs: Grinning Interception Technique
Brawlers often have difficulty when dealing with armed opponents. While it's certainly possible to block a maul, say, with one's hands, catching a sword and still possessing your fingers afterward is not so easily done. This charm, however, tends to "even the odds." Characters using this charm act with lightning-quick reflexes, grabbing the nearest object of appropriate size and throwing it in the way of the blow. This grants the Exalt a Dexterity + Brawl roll, at a difficulty of the attacker's permanent Essence. Should the character succeed, the blow is parried - and the object almost always destroyed. If the Exalt surpasses the attacker's successes, then excess success is treated as an attack with the object against the original attacker. This charm may not be used if the ST deems that no appropriate objects are handy.
This Charm counts as a counterattack charm, and thus may not be used in responce to other counterattacks or Charms that grant counterattacks.
Forsath is fighting a Dusk-caste Abyssal in a tavern, who is about to impale the barbarian with his grand daiklave. Forsath, thinking quickly and using the surrounding environs of the bar to his advantage, activates this charm and kicks a table into the Abyssal. The Abyssal rolls 7 successes, and has a Permanent Essence of 2. Forsath rolls 12 dice against difficulty 2, and rolls an astounding 10 successes. The Abyssal must now contend with a 2 success table flying at him, for damage as decreed by the ST, even as it deflects the blow of the daiklave.