85% of what's here is blatantly stolen from others.  I'd give credit where it was due if I knew who the authors were.<br/><br/>Altered Charms:<br/>Fists of Iron Technique may be placed in a Combo, even though its duration is not instant.<br/>The attack rolls and damage of Shockwave Technique are affected as though they were the Exalt's unarmed strikes.  (Example: if placed in a Combo with Fists of Iron Technique, both attacks will be at +1 accuracy and do +2L base damage.)<br/>Ferocious Jab is usable in a clinch as well (doubling net successes for the purposes of damage only, assuming the Solar wins control of the clinch).<br/><br/>Stonehands Meditation<br/>Cost: 5 motes, 1 Willpower<br/>Duration: One scene<br/>Type: Reflexive<br/>Minimum Brawl: 5<br/>Minimum Essence: 2<br/>Prerequisite Charms: Fists of Iron Technique<br/>The Exalt channels Essence into his body, enabling himself to strike mighty blows.  For the rest of the scene, his unarmed attacks gain +2 to accuracy, and add Essence+2 to their base damage (which is bashing or lethal, as the Solar prefers).  The Solar may also block lethal attacks without a stunt.  Despite the name, this Charm affects the Exalt's entire body (thus, the modifiers given apply equally to punches, kicks, and so forth).<br/><br/>Heaven’s Thunder Block<br/>Cost: 1 mote per 2 dice<br/>Duration: Instant<br/>Type: Reflexive<br/>Minimum Brawl: 3<br/>Minimum Essence: 1<br/>Prerequisite Charms: None<br/>Reacting quickly, the Solar reaches out and bats away one attack aimed at him, even if he is unarmed and the attack does lethal damage. This charm may be used to create a Brawl parry or to enhance an existing Brawl parry.<br/><br/>Pre-emptive Strike Method<br/>Cost: 5 motes<br/>Duration: Instant<br/>Type: Reflexive<br/>Minimum Brawl: 4<br/>Minimum Essence: 2<br/>Prerequisite Charms: None<br/>Moving to stop an attack against him, the Brawler swings out and strikes the attacker's limb. Against any hand-to-hand attack, the character may roll his full Dexterity + Brawl + any other defensive modifiers. If the parry succeeds, he may immediately make a counterattack with his full Dexterity + Brawl + extra successes on the parry + any offensive modifiers.<br/><br/>Fist of the Sun<br/>Cost: 4 motes, 1 Willpower<br/>Duration: One Scene<br/>Type: Reflexive<br/>Minimum Brawl: 5<br/>Minimum Essence: 2<br/>Prerequisite Charms: Heaven’s Thunder Block, Pre-Emptive Strike Method<br/>Dropping into a defensive boxer's stance, the Solar's fists harden with the power of Orichalcum. For the remainder of the scene, the Solar may add his Essence to any Brawl-based parry attempts, and if he has no available actions he may reflexively parry with his permanent Essence total in dice. He may also parry lethal attacks bare-handed without a stunt.<br/><br/>God Among Men Stance<br/>Cost: 8 motes, 1 Willpower<br/>Duration: One Scene<br/>Type: Simple<br/>Minimum Brawl: 5<br/>Minimum Essence: 3<br/>Prerequisite Charms: Fist of the Sun<br/>Standing proud and invulnerable, the Solar becomes cat-like in his ability to respond to danger. For the remainder of the scene, the Solar may reflexively block any attacks against him with his full Dexterity + Brawl, although as normal he requires a stunt to block lethal attacks. Additionally, the character's offensive abilities are greatly increased; the character adds his Essence to Brawl attack rolls, this bonus counts against the normal die pool limit.<br/><br/>Golden Savage Block<br/>Cost: 4 motes, 1 Willpower<br/>Duration: Instant<br/>Type: Reflexive<br/>Minimum Brawl: 5<br/>Minimum Essence: 3<br/>Prerequisite Charms: God Among Men Stance<br/>Drawing his pure nature, the Brawler moves forward and simply stops any opponent's attack. This charm perfectly stops any attack, even if that attack is unblockable or if the brawler is unaware of the attack. To use this charm, the Solar must be truly bare-handed; using any sort of brawling aid interferes with the nature of the charm and renders it useless. The magic of the charm serves to protect the character's hands, and even blocking a Primordial's attacks with this charm will cause the Solar no harm.<br/><br/>Swelling Drummer's Cadence<br/>Cost: 10 motes, 1 Willpower<br/>Duration: Instant<br/>Type: Extra Action<br/>Minimum Brawl: 5<br/>Minimum Essence: 4<br/>Prereq: Hammer on Iron Technique, Crashing Wave Throw<br/><br/>The Solar explodes in a flurry of attacks, but there is a method to his violent madness-- each attack forces the opponent into a disadvantagous position to evade the next.<br/><br/>The Solar makes multiple attacks against a single opponent, as per the rules for Hammer on Iron, including the inability to dodge or parry. However, invoking a dodge or parry against one of the attacks makes that defense inapplicable against the immediately following attack.<br/><br/>For example, Dace uses the Swelling Drummer's Cadence against a Dragon-Blooded. The Dragon-Blooded dodges the first attack-- whether successful or not, Dace's second attack is undodgeable, though the Dragon-Blooded may parry. If he does parry Dace's second attack, regardless of success, the third attack is unblockable, but dodgeable.<br/><br/>This Charm only functions for the Solar's attacks-- if another character somehow interrupted Dace to attack the DB, he would gain no benefits from the Charm.<br/><br/>Savage Gorilla Fist<br/>Cost: 7 motes<br/>Type: Supplemental<br/>Duration: Instant<br/>Minimum Brawl: 5<br/>Minimum Essence: 4<br/>Prerequisite Charms: Shockwave Technique, Fists of Iron Technique<br/><br/>The Solar strikes with the force of a hundred lesser men. The Solar multiplies his extra attack successes by his Essence (plus one in a Combo with Ferocious Jab) for the purposes of determining damage.  This Charm applies equally to both unarmed attacks and clinches.<br/><br/>Adamant Warrior Spirit<br/>Cost: 10 motes, 1 Willpower<br/>Duration: One scene<br/>Type: Simple<br/>Minimum Brawl: 5<br/>Minimum Essence: 4<br/>Prerequisite Charms: Stonehands Meditation, God Among Men Stance<br/><br/>The Solar empowers his body with Essence, forging himself into a living weapon.  His unarmed strikes add his Essence to accuracy and defense, and twice his Essence to speed and damage, doing either lethal or bashing damage as he wishes.  (These modifiers apply to any sort of unarmed attack the Exalt makes.)  He may also reflexively parry any incoming attacks of which he is aware with his full Dexterity + Brawl pool, and parry lethal attacks without a stunt.<br/><br/>Pouncing Lion Prana<br/>Cost: 5 motes<br/>Duration: Instant<br/>Type: Supplemental<br/>Minimum Brawl: 4<br/>Minimum Essence: 2<br/>Prerequisite Charms: Dragon Coil Technique<br/><br/>This Charm is functionally identical to the Abyssal Charm Owl Seizes Mouse.<br/><br/>Phoenix Cracks Egg<br/>Cost: 3 motes, 1 Willpower<br/>Duration: Instant<br/>Type: Reflexive<br/>Minimum Brawl: 5<br/>Minimum Essence: 3<br/>Prerequisite Charms: Dragon Coil Technique<br/><br/>No force in Creation can contain the glory of the Unconquered Sun.  In a mighty burst of strength, the Solar tears himself free of anything that dares to restrain him.<br/><br/>When used against inanimate restraints, the Solar adds his Brawl+Essence to his Strength+Athletics pool for a feat of strength.  This is a perfect effect and allows the Solar to escape restraints normally inescapable (although bonds of the Five Magical Materials will usually not be badly damaged).<br/><br/>When used in a clinch, the Solar is immediately freed, tossing his opponent away like a rag doll.  This is a perfect effect and will end even an inescapable clinch; however; it merely ends the clinch rather than giving the Solar control.  The Solar may not do anything but escape the clinch, with one exception: Pheonix Cracks Egg is explicitly allowed to be placed in a Combo with Crashing Wave Throw, in which case the Solar ends the clinch by hurling his opponent as described in the latter Charm.<br/><br/>Raging Dragon Crush<br/>Cost: 6 motes, 1 Willpower<br/>Duration: Instant<br/>Type: Supplemental<br/>Minimum Brawl: 5<br/>Minimum Essence: 4<br/>Prerequisite Charms: Dragon Coil Technique, Savage Gorilla Fist<br/><br/>In a titanic show of force, the Solar crushes the enemy in his grasp.<br/><br/>The Exalt gains his Essence in automatic successes on a clinch roll; mortal creatures cannot even contest his control of the clinch, but Exalted and other magical beings may roll normally.  If the Exalt chooses to deal damage, three times his Essence is added to the base damage of the clinch, which is both piercing and lethal.