SolarBrawl/Vizzeroth
Earthquake Punch
Cost: 5 motes Duration: Instant Type: Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charms:
The Solar drives an essence laden attack straight into the ground, dispersing the ripples outwards. The solar rolls dex+brawl. Everyone in within a radius of [Essence x 10] yards of the exalt must make a roll versus knockdown. Shoddy structures are also in danger of collapsing.
Building Levelling Typhoon
Cost: 1 per 2 die Duration: 1 turn Type: Minimum Brawl: Minimum Essence: Prerequisite Charms: Sledgehammer Fist Punch
Building on the lessons of the Sledgehammer fist punch, the solar can now purchase up to her strength+brawl in dice when attacking inanimate objects.
Flaw Finding Fist
Cost: 3 motes Duration: 1 turn Type: Minimum Brawl: Minimum Essence: Prerequisite Charms:
The solar has now refined the lessons of sledgehammer fist punch to affect his opponents armor or weapon. The solar performs a normal brawl attack; however, the damage is applied to his foe's armor or weapons, which can be damage or destroyed. Normal weapons have 5 health levels, exceptional weapons 7, and artifact weapons cannot be destroyed, although with enough damage their attunement will be disrupted
Quicksand Reversal
Cost: Duration: Type: Minimum Brawl: Minimum Essence: Prerequisite Charms:
To an experienced brawler, every opponent's attack is the best opportunity to launch an attack. Whenever the solar is attacked, this charm allows the solar to perform a block. If the block is successful, the opponent is put into a clinch.
Shaking the Pillars of Heaven
Cost: Duration: Type: Minimum Brawl: Minimum Essence: Prerequisite Charms:
Golden Wave of Endless Destruction
Cost: 4 motes, 1 wp Duration: Scene Type: Minimum Brawl: Minimum Essence: Prerequisite Charms:
When using this charm, buildings, monuments, and objects fall to dust before the glorious might of the solar. The solar doubles his strength+brawl pool when dealing damage to inanimate objects for an entire scene.