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<B>Cost:1 mote per die Duration: Instant Type: Supplemental Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charms: None
Any veteran tavern-brawler knows that sometimes it is just as important to know where to make your opponent hurt as it is to have sufficient force to hurt him badly. This Charm guides the Exalt’s attacks (including clinches) to best bring his force to bear on his opponent. For each mote of Essence spent on this Charm, the player may add one die to a single attack, but can no more than double his character’s regular Dexterity or Strength + Brawl dice pool.
Sunlight Through Branches Technique</B>
<B>Cost:3 motes Duration: Special Type: Supplemental Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: Precision Punishment
A Solar in the heat of battle must not be afraid to get up-close-and-personal with her opponent. By harmonizing the Essence of her body with that of her opponent’s attack, she can move in precise opposition to it, slipping in behind her opponent’s defenses. This charm is activated before the use of a defense. If the defense is successful, the number of extra successes on the defense are added to the defender’s next brawl pool as dice. The defender also gains a bonus equal to her brawl score to initiative the next round.
<B>Cost:None Duration: Permanent Type: Special Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Sunlight Through Branches Technique
With this Charm, the Exalt learns the proper usage of improvised weapons. Chairs hit like maces, beer mugs punch like cestuses, and tables can be used like shields; vines become garrotes, fence-posts become staves, and so on. As long as there is something nearby the Exalt can grasp, he is never unarmed, and can furthermore attack with them using his Brawl Ability and Brawl Charms. Functionally, the GM should assign values from the weapons table to improvised weapons, and use the shields for tables and other large blocking objects. This Charm does not grant the Exalt any ability to use real weapons, magical or otherwise, with Brawl or Brawl Charms, but any improvised ones are fair game.
Center of the Whirlwind</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Tavern-Breaking Spirit, Hammer on Iron Technique
Even the most skilled fighter can be overwhelmed by a plethora of opponents. An Exalt who becomes the Center of the Whirlwind, however, is in no such danger. Essence surges through the Solar’s limbs, and she explodes into a frenzy of violent action. She lashes out with fists, elbows, knees, feet, and headbutts, attacking everything within reach. So long as the character hits her intended target, she may immediately make another attack at her full dice pool. Each attack must be leveled at a different victim, and the Exalt cannot move more yards than her Brawl score between each target. This Charm ends when the character misses or strikes every possible opponent within her reach. None of these attacks may be a clinch.
Deadly Leverage Grip</B>
<B>Cost:2 motes Duration: Instant Type: Supplemental Minimum Brawl: 2 Minimum Essence: 2 Prerequisite Charms: Precision Punishment
By means of jarring Essence flows and carefully positioned leverage, the Exalt turns his opponent’s armor against itself in a clinch. He is able to force the armor to bend against vulnerable spots in its makeup, increasing pressure and forcing the armor to dig into his opponent. Subtract the character’s Brawl from his opponent’s armor’s mobility penalty. The result is applied as a penalty to the opponent’s soak against the character’s clinch attack this round. In Power Combat, simply subtract the character's Brawl from his opponent's soak.
<B>Cost:4 motes Duration: Instant Type: Reflexive Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Deadly Leverage Grip
With rough and forceful twists in a clinch, the Exalt maneuvers her opponent around between her and incoming attacks. In order to use this Charm, the character must have control of the clinch. The character may parry a single attack that she can anticipate with her full Dexterity + Brawl pool. If the parry is successful, then the opponent she is in the clinch with will suffer the damage instead, with the number of extra successes on the parry counting as extra successes to attack.
Transcendent Brawl Prowess</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Body-Shielding Hold, Dragon Coil Technique
The Exalt has become a master of violent techniques. He knows the secrets of how limbs break and the nature of unrestrained fury. Subtract two from the difficulty of all rolls involving the Brawl ability (minimum difficulty one). This includes the effects of passive defenses like shields and that of Starmetal armor but specifically does not include active defenses such as parries and dodges. This Charm respectfully based off the idea of the same name posted by Neph on the Exalted Wiki. Not mine; I just fleshed it out.
Violent Harmony Meditation</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Center of the Whirlwind, Transcendent Brawl Prowess
With this charm, the character becomes aware of the ebb and flow of combat. She achieves a deep connection with the violence around her, and to attack her is to be attacked in turn. For the reset of the scene, she may respond to all incoming hand-to-hand attacks with an immediate counterattack at her full Dexterity + Brawling dice pool. This comes after the opponent’s attack roll but before damage effects are applied. Violent Harmony Meditation in no way mitigates the attack’s effects. A character cannot gain a counterattack from Violent Harmony Meditation in response to any other counterattack. A counterattack may be a clinch attack, but this still does not mitigate the incoming effect, and the character may not initiate a counterattack in a clinch.
Wildman Needs No Aim Method</B>
<B>Cost:1 mote, 1 Willpower Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Essence: 1 Prerequisite Charms: Sunlight Through Branches Technique
There is a beauty and power to the combative “techniques” of a madman. Somehow, despite any lack of control, his blows will find their way home to his opponent. The Solar using this Charm emulates that style. No matter how crazy her strikes, she will strike her opponent. Indeed, her chaotic movements will bring her past all non-perfect defenses to attack her target! The player rolls to attack as normal, but if she rolls insufficient successes for her character to hit the target, he still hits it, doing his fist or kick’s base Strength + Damage Rating damage. This has no effect on soak. The character may also use this Charm to ensure a grapple; in that case, she is considered to have at least one more success than her opponent. A perfect defense will prevent this attack from functioning; nothing less will.
Unavoidable Devastation Strike</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Essence: 5 Prerequisite Charms: Violent Harmony Meditation, Wildman Needs No Aim Method
The Exalt no longer needs to wait for crucial moments of vulnerability in his opponent. With a tremendous burst of Essence, he smashes through all defenses and obstacles to destroy his opponent, bringing ruinous force to bear at speeds faster than the eye can follow. Alternately, the character’s grasp becomes utterly inescapable, and his opponent is swiftly caught in an unyielding grip. This is a perfect attack, and cannot be dodged or blocked. No penalties are applied to this roll; only a perfect defense can stop it in any way. The character should still roll to attack with a number of automatic successes equal to the character’s permanent Essence. All successes rolled here, plus the character’s Brawl score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers. The opponent soaks as normal, and damage is rolled as normal.
Iron Palm Block</B>
<B>Cost:1 mote per 2 dice Duration: Instant Type: Reflexive Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charms: None
The character focuses her Essence in the palms of her hands, along her forearms, or wherever is most convenient to block a strike. Not only does this make the relevant body part tougher, it helps guide the Exalt in the direction necessary to defend herself. She may now block lethal attacks without a stunt. In addition, the character may buy dice to add to any Brawl parry attempt at a cost of 1 mote per two dice added. She may use these motes to “buy” a reflexive defense, but will not get any benefit from Defense ratings. The Exalt cannot buy more dice than her regular Dexterity + Brawl pool. She must spend at least 1 mote on this Charm to get any effect; she cannot activate it for free to get the lethal block.
<B>Cost:2 motes Duration: Instant Type: Reflexive Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: Iron Palm Block
Bobbing and weaving like a skilled tavern brawler, the character manages to either intercept or avoid incoming attacks without thinking about it. The character may parry a single hand-to-hand attack that he can anticipate with his full Dexterity + Brawl pool. The Exalt need not make a stunt in order to parry a lethal attack.
<B>Cost:5 motes Duration: Instant Type: Reflexive Minimum Brawl: 4 Minimum Essence: 1 Prerequisite Charms: Tavern-Fighter Weave
Not only can the Exalt who knows this Charm seize the moment to act when she is attack, she may seize her opponent as well. The character may immediately make a clinch attempt at her full Dexterity or Strength + Brawl dice pool against anyone executing a hand-to-hand attack against her. This attack is made after the roll to hit the counterattacking Exalted, but before damage is determined; it takes the place of a parry defense. If the attacking character has more successes than the defender, his attack succeeds, but subtract the defender’s successes. If the defender succeeds, she gains a clinch with a number of successes equal to those she has in excess of the attack. The attacker may attempt to dodge as normal, but his attack is considered his clinch roll.
The Glorious Reversal is not an action and does not subtract from the character’s dice pools or affect her action for the turn. If she does not succeed in her initial clinch attempt, she may use Glorious Reversal again against other attacks. This is considered to be a Counterattack Charm and cannot be used in response to a Glorious Reversal, Solar Counterattack, or any other counterattack Charm.
Against the Crowd Stance</B>
<B>Cost:4 motes Duration: One scene Type: Reflexive Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: Tavern-Fighter Weave
This, and subsequent multifighter Charms are dedicated to Andre the Giant, specifically for Princess Bride. It is not uncommon for an entire crowd to turn against a Solar. In those situations, a master brawler develops a series of moves to deal with those who face him. In many ways, their numbers become his ally, as they trip over each other. Until the end of the scene, the character gets one reflexive defense for each opponent beyond the first within his Essence x 3 yards. Conceivably, the character could use one of his reflexive defenses (but no more unless the charm is repeated) to defend against an attack from the first opponent, but the total number of defenses he has will not change. He does not need to make a stunt to parry lethal attacks.
The character may invoke this Charm no more times than he has permanent Essence. If the character has more than one instance of this Charm on, it will add to the total number of defenses for each iteration for each extra opponent. No use of this Charm will allow the character to use more than one parry against a single attack, or give the character defenses when he has only one opponent. It will function if his opponents decide to attack someone else, as long as he is in the combat.
Whirlpool Guardian Style</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Against the Crowd Stance
The character creates a whirlpool of Essence around her body. All attacks against her are drawn into this whirlpool, and directed in a spiral around her. Generally, this allows her to deflect or evade any incoming attack; even if she cannot, it will generally blunt their effects. For the rest of the scene, the Exalt may use her full Dexterity + Brawl dice pool to parry all physical attacks of which he is aware. He does not need to make a stunt to parry lethal attacks.
Become the Anvil</B>
<B>Cost:4 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Whirlpool Guardian Style
The Exalt progresses in his mastery of crowd fighting. Not only can he defend himself against large numbers of opponents, but he has become an expert at turning their mass back upon them. The Solar actually becomes a more efficient fighter when he is faced with longer odds. Until the end of the scene, add a number of dice equal to the number of opponents this character faces, either as attackers or defenders (Storyteller’s option on who counts as an opponent). The character may not more than double his Attribute + Brawl pool on any one roll.
Stand Against the Waves</B>
<B>Cost:6 motes Duration: Instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 1 Prerequisite Charms: Against the Crowd Stance
Attacks become like water slapping against the character on a beach; irritating, but unlikely to drown her save in large numbers. The character can use this Charm to block, without the need for a roll, any single attack that she can anticipate, even one that has an area effect. A character must invoke Stand Against the Waves before her opponent makes his attack roll.
Ocean Upswell Attack</B>
<B>Cost:2 motes Duration: Instant Type: Simple Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Crashing Wave Throw
The character charges his fist with Essence, and strikes the nearest surface with all of his might. A wave of force travels through the ground towards the target, exploding once it reaches her. The character attacks with her Dexterity + Brawl dice pool and does a base lethal damage of his Strength + his Essence. The Ocean Upswell Attack is blocked as a ranged attack, not a brawling punch. Ocean Upswell Attack can strike characters up to (10 x the character’s Essence) yards away. This must travel in a straight line across a surface, so it will have to travel up cliffs and down stairs to reach characters on different plains. However, there is no requirement for the surface to be hard; while a character could not use this attack underwater, he could use it on the surface to attack a boat, for example. In general, this will tear up whatever is between the character and his target.
Waves Slap the Beach</B>
<B>Cost:6 motes Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Ocean Upswell Attack
The character charges her palms with Essence, similar to that of Iron Palm Block. However, instead of defending herself, she brings her hands together to create an eardrum-popping thunderclap. This is rolled as per a regular Strength or Dexterity + Brawl punch attack (including with smashfists cesti, or similar brawling aids if available), but its effects are much different. No non-perfect defense may be made against this attack; instead, all opponents within the Exalt’s permanent Essence x 2 yards of the character must make a reflexive roll Stamina + Resistance against a difficulty equal to the number of successes rolled by the character, plus or minus any damage modification.
Those who fail will lose a number of dice from all non-reflexive pools equal to the amount by which they failed for a number of turns equal to the character’s permanent Essence. Multiple applications of this Charm will extend the time effect if the opponents continue to fail, but penalties are noncumulative; only the largest applies. If any of the opponents botch, they suffer the full effects and lose one full dice action from the turn!
Stone Crested Wave</B>
<B>Cost:8 motes, 1 Willpower Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms: Waves Slap the Beach
Upon activating this unusual Charm, the character creates a field of Essence in whatever solid surface is in front of his feet, and matches it to similar fields in his hands. With a mighty pull, he tears up the earth or stone or similar substance with his bare hands and ripples it in the direction of his enemies. The character makes a single Strength + Brawl attack roll, doing a base damage equal to twice his permanent Essence added to his strength, which is applied to everyone in a corridor in front of him (Essence) yards wide and (Essence x 10) yards long. Characters suffer 1 yard of knockback for every health level they take, and anyone in the area must make a reflexive Dexterity + Athletics roll to stay standing. This will cause major damage to the surface so used.
Thousand Meteors Strike</B>
<B>Cost:6 motes, 1 Willpower Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Hammer on Iron Technique
With this Charm, the Solar launches herself into a spinning offensive, laying down punches and wielding kicks in a wild and deadly fashion against everyone within a number of yards equal to her Brawl + Essence. The character makes a brawl attack (not a clinch) against every opponent within that range. The character may turn in place, but may only move between her opponents.
<B>Cost:8 motes, 2 Willpower Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms: Waves Slap the Beach, Thousand Meteors Strike
With a powerful burst of Essence, the character brings his foot down upon the earth and sends shockwaves of power bursting out around him. The player makes one attack roll, which is applied to all opponents within the characters permanent Essence x 3 yards. This attack may be dodged, but not blocked. Unlike Ocean Upswell Attack, this will affect airborne opponents or those otherwise distant from the Exalt- via chunks of earth, essence-charged waves, and so on. This will usually cause a large amount of damage to whatever is stomped on.
<B>Cost:Weapon damage + 1 motes Duration: Instant Type: Reflexive Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Tavern-Fighter Weave, Fist of Iron Technique
The Exalt creates a sphere of disharmonious energies in her hand, and lashes out at her opponent’s weapon. The Solar character’s player rolls Dexterity + Brawl in response to any close range attack. If even one success is achieved, the attacker’s weapon is shattered in an explosion of power without injuring the defender. Against an ordinary weapon, the Solar must spend motes equal to the weapon’s base damage modifier plus one. This Charm only works on actual weapons, not fists or claws, and cannot damage weapons made of Essence or the Five Magical Materials. Needless to say, the character need not stunt to make this parry against lethal attacks.
Furious Fists Flurry</B>
<B>Cost:5 motes Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 3 Prerequisite Charms: Precision Punishment
The character lashes out with his fists, and a storm of Essence follows them towards his opponent. Dozens or even hundreds of Essence-shadow fists slam towards the Exalt’s enemy, an almost overwhelming number of attacks. The character doubles his Brawl pool for the purposes of the attack, which cannot be dodged, only blocked. This attack only affects a single individual. It can be used for a clinch attack; in this case, the character seems to exude a storm of Essence-limbs, drawing the target towards him.
<B>Cost:2 motes Duration: Instant Type: Extra Action Minimum Brawl: 2 Minimum Essence: 1 Prerequisite Charms: Precision Punishment
The Solar strikes out swiftly, making two rapid attacks. Both attacks take place on the character's initiative. Each is rolled separately, but a single set of defense rolls (dodge, parry, or both) is applied equally to each.
Thunder From The Center</B>
<B>Cost:3 motes per attack Duration: Instant Type: Extra Action Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: Abrupt Jab
The Exalt focuses his corona of essence inwards, forming a sphere of power around his center. In an instant, the Solar unleashes this essence, his limbs blurring in an array of attacks, which may be applied to a single attacker or many. The character may purchase extra attacks for 3 motes each up to a total of equal to his permanent Essence. The number of attacks must be declared before the character's first attack.
Brutal Poetry Style</B>
<B>Cost:5 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Special. This Charm might be seen as a replacement for Hammer on Iron Technique, in which case its prerequisite is Thunderclap Rush Attack. Otherwise its prerequisites are Hammer on Iron Technique and Thunder From The Center
Even the most uncivilized and brutal of battlers can find a poetry of motion, speed, and devastating attacks. By concentrating on the essence flow of battle, the Exalt can find a peak point to that poetry, that beat in the song, and unleash a series of deadly combinations, acting with speed and control to bring destruction to her foes. The Solar may make a number of extra actions this round equal to her Dexterity.
Fist of Order</B>
<B>Cost:1 mote Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Ocean Upswell Attack
The Solar exerts his dominance as a master of Creation over any beings of the Wyld who dare to besmirch Gaia's face. The Solar's Essence locks into a razor-sharp claw of order that fits over her attacking limb. When attacking a raksha, unshaped, Fae-blooded, Wyld-tainted, or similarly Wyld target, add the character's Essence in damage to the attack.
Heavenly Gravity Champion</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Fist of Order
The Exalt focuses the weight and power of her place at the height of creation, sharpening it into a lens of power that surrounds her body with coruscating aura of sharpened order that is anathema to raksha, unshaped, Fae-blooded, Wyld-tainted, and similarly Wyld entities. Such beings attack the Solar at +1 difficulty and all attacks by the Solar against such creatures do aggravated damage. Any successful attacks by such beings made without weapons on the Solar will force the being in question to soak aggravated damage equal to the Solar's permanent Essence.
Harsh Generosity Strike</B>
<B>Cost:2 motes Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charms: Wound-Accepting Technique, Fist of Order
The Solar concentrates a brief pulse of his energetic life force into a single attack. Far from healing an opponent, this pulse proves highly damaging to natives of the underworld, the undead, Abyssals, or other creatures of darkness, disrupting their unnatural life-forces with the Solar's own. This Charm adds a number of extra damage dice equal to the Exalt's permanent Essence against any such creature.
Living Righteously Assertion</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Lore: 4 Minimum Essence: 3 Prerequisite Charms: Harsh Generosity Strike
Concentrating her life force and Essence into an aura of power, the Solar makes her existence invigorating for life, and abhorrent to the undead. This aura focuses the Exalted's attacks on undead, Abyssals, and other creatures of darkness, making them aggravated. Furthermore, such creatures find it harder to strike the Solar, adding +1 to their difficulty, and if they do succeed with an attack that does not use weapons, such creatures must soak aggravated damage equal to the Solar's permanent Essence.
Thrashing the Unclean</B>
<B>Cost:2 motes Duration: Instant Type: Supplemental Minimum Brawl: 5 Minimum Occult: 3 Minimum Essence: 2 Prerequisite Charms: Fist of Order, Spirit-Cutting Attack
With a burst of angry essence, the Solar beats down upon the fractured soul that composes demon entities. Because these fractures were specifically created to serve the Exalts in general and the Solars overall, a talented Solar brawler can break those fractures further, like he might an enemy's broken bones. Add the Solar's permanent Essence to his damage in an attack against any demonic or demon-blooded creature.
Thunder God Warden Stance</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Occult: 4 Minimum Essence: 2 Prerequisite Charms: Thrashing the Unclean
The Solar attunes her Essence to the purity of a Solar, creating a burning aura deadly to demons and demon-blooded. This aura radiates lines of pure essence that assault and fragment the bodies, perceptions, and souls of the Yozis and their spawn, making it difficult to attack the Solar and giving the Exalt an edge in combat against them. Until the end of the scene, all attacks by demons or demon-blooded on the Solar are at +1 difficulty, and any successful attacks made without weapons cause the attacking demonic creature to suffer aggravated damage equal to the Solar's permanent Essence. The Solar's attacks do aggravated damage to demons and demon-blooded.
Radiant Home Defender</B>
<B>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Occult: 5 Minimum Lore: 5 Minimum Essence: 3 Prerequisite Charms: Thunder God Warden Stance, Living Righteously Assertion, Heavenly Gravity Champion
No one can be said to be a fighter who cannot defend their home. For a Solar, 'home' has a larger meaning, for they are meant to occupy and provide protection for all of Creation. Thus, against those dark threats that surround him and his protectorate, a Solar can utilize Essence to form a deadly, blazing aura that scours such unholy things from the face of Creation. Attacks against him by any being foreign to Creation are at +1 difficulty. If such creatures strike him without using a weapon, they must soak aggravated damage equal to the Solar's Essence. While this Charm is active, the Exalt's brawling attacks do aggravated damage against such creatures and have a damage bonus equal to his permanent Essence. 'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings. Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.
Storm Shelter Block</B>
<B>Cost:4 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Stand Against the Waves
The character forms a solid wall of essence across one of her limbs, temporarily creating an impenetrable wall of force that diverts and disperses an incoming attack like a breaker faced with rising waves. The Solar may parry, without a roll, any one attack that she is aware of, even if the attack would be considered unblockable or otherwise unable to be defended against, such as a cloud of acid steam or an explosion. Overwhelming attacks will simply part around the character's defense and lessen, whereas targeted attacks will be deflected without penalty. If the character is using a brawl aid to parry the attacks of immensely powerful creatures such as Yozis or Malfeans, the aid may be destroyed unless it is an artifact. The character may always parry unarmed using this charm. This is a metaperfect defense. (My own term, for defenses that can be applied to inapplicable situations)
Unscathed Rejection Defense</B>
<B>Cost:9 motes, 1 Willpower Duration: Special Type: Reflexive Minimum Brawl: 5 Minimum Essence: 6 Prerequisite Charms: Storm Shelter Block, Whirlpool Guardian Style
The Solar generates a series of hardened Essence barrier performs-- energy constructs in a sphere around the Exalt's body that can be rapidly triggered in order to fend off powerful attacks. The Solar may make a number of metaperfect defenses as per Storm Shelter Block against any attack he is aware of equal to his Brawl ability. Brawling aids used by the character are subject to the same possibility of destruction as per Storm Shelter Block.
<B>Cost:2 motes Duration: Instant Type: Reflexive Minimum Brawl: 2 Minimum Essence: 1 Prerequisite Charms: None
By focusing on a single, pure moment, the Exalt unleashes a direct, forceful attack or intuitive parry free of all distractions or interruptions. This Charm may be applied to either an attack or parry, which is made without any difficulty penalties. This has no effect on active defenses.
Above the Fray Attitude</B>
<B>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charms: Devastation Concentration, Precision Punishment
Through the commanding force of Solar Essence, the character lifts himself above the petty distraction of battle. Snares, twilight, even smoke or the blurring of Charms cannot stop the Solar from striking home or defending himself. Only the active defenses of others can stand in his way. Until the end of the scene, subtract the Solar's permanent Essence from all Brawl difficulties (minimum 1). This does not affect active defenses, nor does it subtract from an attacker's roll.
Harmonious God-Brawler Brutality</B>
<B>Cost:8 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Above the Fray Attitude, Fist of Order
Awakening the Dragon Whiskers (see Felicity of Style Method under SolarMelee/IsawaBrian) attuned to the brutal methodology of Brawl, the Solar's style and courage become her greatest ally. For the rest of the scene, all benefits from stunts-- dice, essence, or willpower gained-- involving Brawl Actions are doubled. Like all stunt benefits, dice gained in this manner do not count against the Charm dice-adder cap. If this Charm is active when the flawed Illuminated Charm Irrepressible Bravery Tactic is used, every 3 motes spent converts 2 stunt dice into successes.
Veteran of Riots Technique</B>
<B>Cost:3 motes per success Duration: Instant Type: Supplemental Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charms: None
By drawing on practice and discipline rather than the raw power of a strike, the Solar can double or triple the effectiveness of a strike. Many brawlers prefer to rely on raw potential, but an experienced tavern-fighter knows when to push their skill rather than their luck.
To use this Charm, the player firsts makes a regular Dexterity + Brawl attack or parry. Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Brawl roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to “buy” a defense or gain an attack, merely to supplement existing ones.
Cracking the Walls</B>
<B>Cost:2 motes, 1 Willpower Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 3 Prerequisite Charms: Fist of Iron Technique, Wildman Needs No Aim
Focusing her Essence into a shell of raw power around one of her limbs, or even her forehead, the Solar unleashes a devastating attack. No matter how tough the Exalt's target is, she will always manage to do some damage. The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his attack’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.
Burning Perforation Force</B>
<B>Cost:10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Brawl: 5 Minimum Essence: 5 Prerequisite Charms: Cracking the Walls
Whatever the character uses to perform his next brawling attack gains a white-hot corona of Solar energy. This corona burns flesh like paper, melts metal, and damages the target's very spirit. The character makes an attack roll as normal but the damage is aggravated.
Unconquerable Fourfold Hammer</B>
<B>Cost:16 motes, 2 Willpower Duration: Instant Type: Simple Minimum Brawl: 7 Minimum Essence: 7 Prerequisite Charms: Burning Perforation Force, Unavoidable Devastation Strike
The Solar lashes out with an incredible burst of nigh-unstoppable power, unleashing full destruction on her chosen target. The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help his opponent as raw Solar essence bursts forth from the character’s hand, foot, knee, elbow, head, or other chosen attack. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the weapon and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate. Only the character and brawl aids made of the Five Magical Materials can withstand such an overwhelming attack; lesser brawl aids are destroyed upon making the attack, regardless of whether or not is successful, although it will still inflict the full power of the Charm if the attack is successful. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still stopped. As long as a character is capable of blocking the attack, whether by Charm or by stunt, she may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.
Forge-Fire Fist Style</B>
<B>Cost:15 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Brawl: 6 Minimum Essence: 6 Prerequisite Charms: Burning Perforation Force
The raw potency of Solar wrath cannot be contained. When Forge-Fire Fist Style is activated, the Solar's body is surrounded by a highly visible corona of sunlit fire. This aura transforms the Solar's brawling attacks into assaults of such deadly power as to actually damage-- and potentially destroy-- the target's spirit. For the rest of the scene, add the Solar's permanent Essence to his damage for all Brawling attacks. All damage dealt via Brawling attacks is aggravated. Anything killed by Brawling attacks during the scene has its spirit annihilated to the raw core; reincarnations will remember nothing, no ghosts will appear in the Underworld, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Nothing less will serve.
Fourfold Pupil Dedication</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Veteran of Riots Technique
Through focused effort and resonance with the wild, untamed power of her patron, the Exalt becomes a transcendently effective fighter. For the rest of the scene, add the character's Essence in automatic successes to all Brawling rolls, including attacks, defenses, and clinches. This will not generate an automatic parry. The character is limited to a maximum number of Charm-based successes on any roll equal to her permanent Essence + the number of successes rolled; this includes automatic successes from other sources such as Veteran of Riots Technique but not stunt dice converted to successes.
Storm Waves Crashing Meditation</B>
<B>Cost:10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 4 Prerequisite Charms: Thousand Meteors Strike, Center of the Whirlwind
The character becomes capable of incredibly rapid attacks, lashing out at his opponents with the speed and inexorable motion of waves crashing on a beach during a storm. Until the end of the scene, the Exalt may make a number of extra Brawl actions equal to his permanent Essence per turn. These actions may not be further divided by splitting dice pools. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 5 Prerequisite Charms: Storm Waves Crashing Meditation
Turning back to the basics, the Elder Solar who activates Abrupt Motion seems at first to be no swifter than one who has utilized Abrupt Jab. But the Elder's consistent speed and greater flexibility of Charm use-- as well as the potential for many more actions via interwoven dice pool splitting-- shows a far more subtle and dangerous command of Essence.
The character becomes capable of taking a Fully Independent Brawl Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Abrupt Motion and similar Fully Independent Brawl Actions do not suffer any problems with Mental and Social Actions), with one exception: Fully Independent Brawl Actions must be used for Brawl Actions or left unused. They can be used for Brawl Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Brawl actions, including Reflexive Charms from other Abilities, if he so much as postures with his firsts during the Fully Independent Brawl Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Brawl Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
Center of the Thunderstorm</B>
<B>Cost:4 motes, 1 Willpower, plus 4 motes per Fully Independent Action Duration: One Scene Type: Simple Minimum Brawl: 6 Minimum Essence: 6 Prerequisite Charms: Abrupt Motion
The Elder Solar utilizing this Charm transcends the Thunder From The Center, instead becoming the center for a storm of swift fighting techniques, unfettered by the requirements of thought or focus. The character may, when using this Charm, designate a number of Fully Independent Actions and Fully Independent Brawl Actions whose sum equals her permanent Essence. The first action so designated, and one out of every two (round up) total must be a Fully Independent Brawl Action. For example, a character with a permanent Essence of 7 may designate as many as 3 regular Fully Independent Actions, but must designate at least 3 more actions as Fully Independent Brawl Actions; the final one that she takes must be a Fully Independent Brawl Action. The character then gains that many extra Fully Independent Actions and Fully Independent Brawl Actions per turn. The usual restrictions apply to all of them.
Barbarous Paean Transcendence</B>
<B>Cost:16 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Brawl: 7 Minimum Essence: 7 Prerequisite Charms: Center of the Thunderstorm
The devastating poetics of brawling developed by younger Solars reaches its peak in Barbarous Paean Transcendence. Instead of becoming attuned to the rhythm and rhyme of a battlefield, the Elder Solar takes command of it, using the raw force of his Essence to assert speed and power so great that his motions can barely be followed by the naked eye. The tempo of fighting must readjust itself in the wake of the Solar's awe-inspiring, devastating movement. The Solar gains a number of Fully Independent Actions equal to his Brawl score each turn. Only one of these must be a Fully Independent Brawl Action.
<B>Cost:1 mote, +1 per initiative bonus Duration: Instant Type: Reflexive Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charms: None
The Exalt moves almost without thinking, striking swiftly at her foes. This Charm gives a base bonus to initiative equal to the character's Brawl score. Additional bonuses to initiative can be bought at a rate of 1 per 1 mote, but the total bonus cannot more than double the character’s base Dexterity + Wits score. The Solar's first action must be a Brawl action.
Become the Thunderbolt</B>
<B>Cost:3 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms: Thunderclap Rush Attack
Aggressively pursuing his opponents across the battlefield, the Solar moves with incredible speed and purpose. Add the Exalt's Brawl to his Dexterity for the purposes of determining how far the Solar moves when making a Brawl action and add his Brawl to his initiative for any round where his first action is a Brawl action. Effects such as Striking Mospid Charge, Opportune Shot, or Thunderclap Rush Attack do not automatically win initiative over the Solar.
Zen of Fury</B>
<B>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Brawl: 5 Minimum Essence: 2 Prerequisite Charms: Become the Thunderbolt
The Solar concentrates her anger and righteous wrath into a controlled, central sense of purpose and timelessness. The flow and ebb of battle melts away from the Exalt, giving her the ability to act when she chooses. For the rest of the scene, the Solar automatically wins initiative over her opponents, so long as the character's first action is a Brawl action. Two characters using Zen of Fury or similar effects in competition roll for initiative normally.
<B>Cost:None Duration: Permanent Type: Special Minimum Brawl: 3 Minimum Essence: 1 Prerequisite Charms: Lightning Strike
This Charm, like Ox-Body technique, is really more of a development of the Solar's natural capabilities, in this case, the character's instincts and reflexes for hand-to-hand fighting. As long as the Solar's first action in a combat is a Brawl action, that first action for the first round of that combat only has double the Solar's base initiative (Dexterity + Wits). Charms such as Thunderclap Rush Attack do not automatically win initiative over him.
Inner Rage Concentration</B>
<B>Cost:None Duration: Permanent Type: Special Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charms: Flashpoint Focus
This Charm, like Flashpoint Focus before it, is a development of the Solar's natural instincts and reflexes, using the Solar's holy fury to spur her to greater speeds. As long as the character's first action in any turn is a Brawl action, add her Brawl to her initiative for that round. Charms such as Thunderclap Rush Attack do not automatically win initiative over the Solar.
Celestial Defiance Totality</B>
<B>Cost:14 motes, 2 Willpower Duration: One Scene Type: Simple Minimum Brawl: 7 Minimum Essence: 7 Prerequisite Charms: Unscathed Rejection Defense
Scorning the assaults of lesser beings, the Solar creates a whirling cage of crystallized Essence around his body, deflecting perfectly a number of attacks each round equal to his Brawl score. These blocks may be applied against attacks that could not normally be parried.
Warlord Meteors Destruction</B>
<B>Cost:15 motes, 3 Willpower Duration: Instant Type: Simple Minimum Brawl: 6 Minimum Essence: 6 Prerequisite Charms: Earth-Shattering Stomp, Storm Waves Crashing Meditation
Elder Solars are some of the most terrifying warriors that have ever strode the surface of Creation. By distilling her wrath and unfettered power into a burst of immense power, the Elder may unleash a barrage of attacks that travel on golden streaks of Essence over an entire battlefield, laying waste to all who have gained the Exalt's anger. In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.
Island-Shattering Typhoon Strike</B>
<B>Cost:20 motes, 3 Willpower Duration: Instant Type: Simple Minimum Brawl: 7 Minimum Essence: 7 Prerequisite Charms: Warlord Meteors Destruction
The Elder Solar concentrates an almost obscene amount of essence into his fist. Raising his hand high to gain the blessing of the Unconquered Sun, the Exalt then punches downwards with as much force as he can summon up. Regardless of whether or not there is a surface beneath the Solar, as soon as his fist becomes parallel with his feet, the essence charge contained in his hand releases in a devastating explosion of Essence, like the rage of a typhoon unleashed all at once. This explosion has a radius equal to ten miles per dot of the Exalt's permanent Essence. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault. The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The Solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it.
Wow, some very cool charms here, and for an ability which sorely needs cool charms, if you ask me! Great job. I am a bit confused by Deadly Leverage Grip - I think I need an example here.. I'm all caught up subtracting negatives and confused.
- Thanks! I love Brawling stuff, personally, and I figure it needs a bit of sprucing up. No way it's the poor cousin of Martial Arts. :) Alright, DLG... basically, you "add" the character's Brawl to the mobility penalty of his target's armor for the total subtracted from the target's soak. So if you've got Brawl 5 and are wrestling a guy in Superheavy Plate (mob. pen -4), you subtract 9 from their soak. This was pre-Power Combat, though, so now, I'm not sure I should keep this. Actually, I know I shouldn't- it effectively negates, and worse, the armor of pretty much anyone not in magical gear, since Clinches Pierce now. I'm considering either just subtracting the character's Brawl from any Armor Soak, or upping the cost significantly. Any thoughts? And, sure, I'll head over and take a look. I have another wave of things to add to Melee- I got bored in class today, and started writing up my ideas for taking other types of Charms and putting them in Melee- and then I'll post. :) - IsawaBrian
- Hmm, yeah, that charm coupled with PC would make a pretty nasty clinch. I think to keep the charm where it's at and have a version that is appropriately powered, I'd note that under the PC rules you just subtract the Brawl from the soak. I think that raising the cost isn't enough under PC, it seems like it should have another prereq too. -- Qaphsiel
- Switched to the Brawl-only version. - IsawaBrian
Is Tavern Fighter Weave supposed to suck against ranged attacks? Almost every other defense charm nowadays blocks both as if they're the same, I'm sure the various melee charms that used to have problems are officially treated as blocking ranged normally now. I certainly do... Should brawl be limited like that? It is, perhaps, in theme, but it seems a little, well... naff.
- TFW is not meant to be any stronger or weaker than Dipping Swallow Defense. As far as I know, neither the errata nor Power combat have changed it. If it /is/ different, and I've missed it, I'd be glad to change it. ^_^ I certainly run it different in my own campaigns; I just try to keep the stuff up here in keeping with the Charms in the book. -- IsawaBrian
Wow, cool. Brawl really needs charms, and these are quite good. Unfortunaly, I'd probably write my own anyway, but still...Impresive.
- Sunlight Through Branches Technique: Do the bonus dice count against dice adding limits?
- Tavern-Breaking Spirit: I'm confused, what does this do? IIRC, you can already use improv weapons with Brawl.
- Center of the Whirlwind: Why the clinch restriction? Why can't you just clinch and immediatly end it on each opponent? This doesn't seem like a balance thing. Obviously, not ending a cliche immediatly would end the charm.
- Deadly Leverage Grip: Under normal combat, I do it like this. Subtract Brawl+(0 for light armor, 2 for medium armor, 3 for heavy armor and 5 for super heavy armor). I think that gets the idea your going for, and is clearer. It also works out about the same.
- Body-Shielding Hold: Had to be done. :)
- Transcendent Brawl Prowess: I'd probably make it Essence/2 (round up), but that's just me. That way it scales though
- Against the Crowd Stance: This is very confusing. A reflexive defence is...a full pool dodge or block? Also: This means this charm does not help against the first person to attack you each turn? Also, does it depend on the number of then opponents, or number of attacks against you. I also don't get how stacking of it works. Sorry, I just can't tell what this is trying to do.
- Waves Slap the Beach: What does "plus or minus any damage modification" mean? Just that damage penalties apply to the roll? I thought they did normally?
- Thousand Meteors Strike: Again, which the clinch restriction? I think crushing everybodies throat would be pretty cool...(Yeah, brawl gets the UltraViolence stunts from me)
- Spear-Breaking Strike: Nice. I like the costing on this.
- Big grins. :) Thanks! By the by, it's 'clinch', not 'cliche'. :)
- Yup. Unless something says it doesn't, they should be counted.
- TBS turns them from improvised weapons into full weapons. A chair gains the stats of a sledge/tetsubo, for example.
- (For both no-clinch area of effect charms) The reason for no-clinch is that a clinch is pretty worthless if not maintained, IMO. Also, it didn't fit the "feel" of the Charm.
- Eh, I like the way my versions of the Trasncendents are. :)
- Against the Crowd Stance: Full pool block, since it uses the Brawl Ability. And, no, it doesn't. This is meant to be a cheap reflexive-defender that works against multiple opponents- basically, so that a bunch of feebs don't overwhelm you by sheer numbers.
- Waves Slap The Beach doesn't do any actual damage. It stuns people. The amount of damage added by a brawl aid (or subtracted) or any other relevant damage modifications will increase difficulty to avoid the stun.
Argh! Sorry. Spelling gremlins got me. Sorry about that, fixed.
- Under Power Combat at least you can clinch someone, do damage and then let go. It's a bit unclear under normal combat. If I use it, I'll probably drop that restriction and just say you can't maintain any of the clinches(I like the image of a brawler throwing a whole bunch of guys into the air)
- Against the Crowd Stance: This one is confusing because the second paragraph doesn't say how many activations the example has. (Reading it again, I think it's 2, but it's still confusing). So the way it works is: First person who attacks you that turn, this charm has no effect. When each person who attacks you after the first attacks you, you get a number of full-pool reflexive blocks equal to the number of times you activated this charm, however you can only use them against that opponent. Correct?
- Wave Slaps the Beach: The Sta+Resistance difficult is basicly the damage of the attack, except Str doesn't count, correct? You might just want to add Essence or something else to prevent problems with high damage brawling aids. (Like the PC revision of Wood Dragon's Claw)
- Hmm... I'm just going to leave the multiattacks as they are for now.
- No. You can use the defenses against your first opponent, if he attacks again. There's just always going to be one person who can't be reflexively defended against this way. Frankly, I think that may be a bit complex; I may just let the multiple-applications split up as the charm-user wants.
- I'm just going to leave it be for the moment; it's supposed to get help from those. If I get a report of "Yeah, this didn't really work out right," from someone who tries it in play, I'll reconsider.
- Against the Crowd Stance: Ok, now I think I get how this works. This is kinda implicily assumes you know how many charachters will attack you each turn before they do. Normally, I don't think you know this till their init ticks come around, but it may be play style thing. My suggestion would be to say "each invocation of this charm gives a number of reflexive defences equal to number of opponents who attacked the user last turn minus 1. This charm can only be invoked if the user was attacked by multiple opponents last turn." Assuming one's using predeclared attacks, your version works fine though. -FlowsLikeBits
- Nah, it triggered whenever someone attacked, not at the beginning of the combat round. So the guy with 3 iterations of the charm would have no defenses when 1 guy attacked, and then 3 when a second attacked, etc. I changed it to work less weirdly, though. --IsawaBrian
I don't do crunch very well, so I can't really comment on their balance, but I certainly like their flavor. Tavern-Breaking Spirit gives me the image of a character who carries around a folding chair everywhere so he can use his Brawl charms armed, though. Would it cease to be considered an improvised weapon, I wonder? Also, if you had access to a nonweapon artifact chair would it hit like a goremaul instead of a mace? -Ben-San, asking silly questions
- Thanks! I really enjoyed writing these. As for the chair... That particular image can be either really silly, or really stylish. If it's stylish, or if the game is okay with silly, I'd say yeah, definitely. If the game isn't okay with Silly, well, it should probably work anyway, but the ST should needle the bugger ICly mercilessly. As for that-- yeah. But a raw goremaul, no 5MM bonuses, and with no particular more immunity to being destroyed than either a regular mace or the artifact chair would have normally, whichever is better. -- IsawaBrian who probably watched too much Ranma 1/2 at an impressionable age.