Difference between revisions of "StarJaunter/ChipmunkPrincessStyle"
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speed 5 are instead speed 4. | speed 5 are instead speed 4. | ||
− | <b> | + | <b> Crashing Wave Throw </b> |
− | Cost: | + | Cost: - |
− | Duration: | + | Duration: - |
− | Type: | + | Type: Permanent |
− | Keywords: | + | Keywords: none |
− | Minimums: MA | + | Minimums: MA 5 Essence 3 |
− | Prerequisites: | + | Prerequisites: Heaven Thunder Hammer. |
− | + | This Charm upgrades its prerequisite with the following effects. The Stylist may choose to send the<Br> | |
− | + | target straight up (Martial Arts x 3) yards or horizontally for (Martial Arts x 6) yards instead of<Br> | |
+ | the damage based distance. They may activate this charm when in control of a clinch to throw the <Br> | ||
+ | target this distance. They may also use the target as an improvised weapon against another target.<br> | ||
+ | The improvised weapon is at -3 accuracy and +4 damage. The attack on the second target operates as<br> | ||
+ | a counter-attack, thus it cannot be used on a counter attack, it inflicts a -1 penalty on Solar's DV,<br> | ||
+ | and the target cannot respond with counter attacks.<br> | ||
− | <b> | + | <b> Golden-Essence Block </b> |
− | Cost: | + | Cost: 3m |
Duration: Instant | Duration: Instant | ||
Type: Reflexive | Type: Reflexive | ||
Keywords: Combo-Ok, Counter-Attack | Keywords: Combo-Ok, Counter-Attack | ||
− | Minimums: MA 4 Essence 3 | + | Minimums: MA 4 Essence 2 |
− | Prerequisites: | + | Prerequisites: Solar Hero Form |
+ | |||
+ | The Essence-driven fists of the Solar Exalted do not flinch from attacks but rise to meet them. This<br> | ||
+ | Charm alters the way a solar blocks and incoming attack. The Solar does not get to use their DV on an<br> | ||
+ | attack but instead attacks it reflexively themselves. They make a Strength + Martial Arts roll against<Br> | ||
+ | the attacking fist or weapon and if they gather enough successes equal to the higher of target's strength<Br> | ||
+ | or the weapon's damage bonus. Blocking lethal weapons requires another charm or stunt. Any leftover <Br> | ||
+ | successes after stopping attack apply as damage dice, which may be boosted by Solar Hero Form or <Br> | ||
+ | Sledgehammer Fist Punch. This counts as a counter-attack.<br> | ||
+ | |||
+ | <b> Hammer on Iron Technique </b> | ||
+ | Cost: 3m 1wp | ||
+ | Duration: Instant | ||
+ | Type: Extra Action | ||
+ | Keywords: Combo-Ok | ||
+ | Minimums: MA 4 Essence 2 | ||
+ | Prerequisites: Golden Essence Block | ||
+ | |||
+ | The Lawgiver's arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical<br> | ||
+ | flurry of many Martial Arts attacks. The Exalt makes a total number of attacks equal to (Essence + 1).<br> | ||
+ | This Charm lets the Solar make these attacks regardless of Rate, without multiple weapon penalties and<br> | ||
+ | a DV penalty equal to the highest penalty for any one attack. All attacks must be against the same target.<br> | ||
+ | |||
+ | <b> Glorious Shockwave Technique </b> | ||
+ | Cost: 3m 1wp 1Lhl | ||
+ | Duration: Instant | ||
+ | Type: Simple | ||
+ | Keywords: Combo-Ok, Obvious, Knockback | ||
+ | Minimums: MA 5 Essence 3 | ||
+ | Prerequisites: Hammer on Iron Technique, Crashing Wave Throw | ||
+ | |||
+ | The Solar's anima explodes outward as a powerful wave of golden essence. This is an unblockable, <br> | ||
+ | undodgeable attack that may extend up to twice his permanent Essence in yards in every direction, <br> | ||
+ | striking everyone, friend or foe indiscriminately. He may make a Martial Arts attack using his <br> | ||
+ | (Strength + Martial Arts + Essence) as a dice pool, this attack is applied fully and equally to <br> | ||
+ | all targets. This attack will also damage the Solar's surroundings, including the solid ground or <br> | ||
+ | rickety bridge that he may be standing on, but might also break physical bonds or restraints. Anyone<br> | ||
+ | or anything caught by this attack is removed from the Solar to outside the radius of the shockwave as<br> | ||
+ | a Knockback effect. This attack is explicitly allowed to be placed in a Combo with Heaven Thunder Hammer<br> | ||
+ | to enhance the Knockback effect. This Charm is explicitly allowed to replace a grapple check within a <br> | ||
+ | clinch, in which case Shockwave Technique perfectly breaks the Solar free of the clinch. For Solars, and<br> | ||
+ | only for true Solar Exalts, not others who can learn this style, the Solar Hero Form charm may be activated<br> | ||
+ | as a reflexive, innate ability instead of as a charm. This still costs the normal costs of the Charm and <Br> | ||
+ | may not be activated with another form charm. This effect only works on the action during which Glorious<Br> | ||
+ | Shockwave Technique is activated.<br> | ||
+ | |||
+ | == Solar Only Expansion Charms == | ||
+ | |||
+ | === Fast Attack Charms === | ||
+ | |||
+ | <b> Thunderclap Rush Attack </b> | ||
+ | Cost: 1m | ||
+ | Duration: Instant | ||
+ | Type: Supplemental | ||
+ | Keywords: Combo-Ok | ||
+ | Minimums: MA 3 Essence 2 | ||
+ | Prerequisites: Fists of Iron | ||
− | When | + | When the Solar Exalt strikes, she is swifter than the lightning. This charm supplements a Martial Arts<br> |
+ | action so that its speed is reduced by 2 and the DV penalty is reduced by one. This may not bring an <br> | ||
+ | attack below Speed 3.<br> | ||
− | <b> | + | <b> Hammering Solar Technique </b> |
Cost: 3m | Cost: 3m | ||
Duration: one action | Duration: one action | ||
− | Type: | + | Type: supplemental |
Keywords: Combo-Ok | Keywords: Combo-Ok | ||
− | Minimums: MA 4 Essence | + | Minimums: MA 4 Essence 2 |
− | Prerequisites: | + | Prerequisites: Thunderclap Rush Attack, Solar Hero Form |
− | + | When the unconquerable hero presses their opponent they must fall or give way. This charm enhances a <br> | |
− | + | Solar's Martial Arts attacks by increasing their rate by 3 and removing 3 dice of multiple action penalties.<br> | |
− | <b> | + | <b> Awing Solar Rage </b> |
− | Cost: | + | Cost: - |
− | Duration: | + | Duration: n/a |
− | Type: | + | Type: Permanent |
− | Keywords: | + | Keywords: none |
Minimums: MA 5 Essence 4 | Minimums: MA 5 Essence 4 | ||
− | Prerequisites: | + | Prerequisites: Hammer on Iron Technique, Hammering Solar Technique |
− | + | The Solar hero burns with power and move like lightning. This charm enhances Hammer on Iron Technique<br> | |
+ | and any custom Martial Arts Extra actions charms so the may add two more actions than normal.<br> | ||
+ | === Threat Reducing Charms === | ||
− | <b> | + | <b> Fair Handed Weapon Hammer</b> |
− | Cost: | + | Cost: - |
− | Duration: | + | Duration: n/a |
Type: permanent | Type: permanent | ||
+ | Keywords: none | ||
+ | Minimums: MA 4 Essence 3 | ||
+ | Prerequisites: Golden Essence Block | ||
+ | |||
+ | The Solar Hero is a brutal but honest combatant, he can demand his foes face him the same. This charm<br> | ||
+ | enhances its prerequisite. As an alternative to using extra successes to damage target, he may use them<br> | ||
+ | to disarm his foe. By gaining a number of successes equal to targets strength + 2 after stopping the attack<br> | ||
+ | (or without stopping it if its that important) the Solar may knock his opponents weapon away at least one<br> | ||
+ | yard per extra success, which may be enhanced with Solar Hero Form power or Hammer Thunder Hammer. The +2<br> | ||
+ | refers to the external penalty for disarming and may be changed by effects that alter this penalty. This also<br> | ||
+ | allows the Solar to take the weapon or if weapon is natural weapon they may pull target into clinch instead of<Br> | ||
+ | harming them, again they must achieve an extra strength successes over stopping the attack, or not stop the <br> | ||
+ | attack from hitting them, in order to pull the target in. | ||
+ | |||
+ | <b> Ox-Stunning Blow </b> | ||
+ | Cost: 3m | ||
+ | Duration: Instant | ||
+ | Type: Supplemental | ||
+ | Keywords: Combo-Ok, Crippling, Stacking | ||
+ | Minimums: MA 4 Essence 2 | ||
+ | Prerequisites: Solar Hero Form | ||
+ | |||
+ | The blow of a mighty hero can shake a foe to their core. This charm supplements a Martial Arts attack <br> | ||
+ | to deal wounds to an opponent. Every wound dealt by this charm causes an additional -1 wound penalty<br> | ||
+ | which stacks with normal wound penalties and itself. These penalties heal as the wounds that inflicted<Br> | ||
+ | them do. There is no limit to the number of penalties a Solar may inflict, other than the health levels<br> | ||
+ | their target has.<br> | ||
+ | |||
+ | <b> Knockout Blow </b> | ||
+ | Cost: 5m 1wp | ||
+ | Duration: Instant | ||
+ | Type: Supplemental | ||
+ | Keywords: Combo-Ok, Crippling, Obvious | ||
+ | Minimums: MA 5 Essence 3 | ||
+ | Prerequisites: Ox-Stunning Blow | ||
+ | |||
+ | Solar Exalted can topple even behemoths with a Punch. This charm supplements a Martial Arts attack. <br> | ||
+ | The Solar forces a reflexive roll from target of Stamina + Resistance at a difficulty of Solar's<br> | ||
+ | successes on attack + Essence score. If the target fails and cannot resist crippling effects they<Br> | ||
+ | are forced unconscious for the rest of the scene. The Lawgiver needs to inflict at least one level<Br> | ||
+ | of damage for this effect to occur.<br> | ||
+ | |||
+ | <b> Merciful Hero Stance </b> | ||
+ | Cost: - | ||
+ | Duration: n/a | ||
+ | Type: Permanent | ||
+ | Keywords: Obvious | ||
+ | Minimums: MA 5 Essence 3 | ||
+ | Prerequisites: Knockout Blow | ||
+ | |||
+ | Dolorous, the blows of a Solar certainly are, but their might contains room for gentleness. This Charm<br> | ||
+ | permanently enhances a solar so they may pull their blows for no penalty. They may also keep the <Br> | ||
+ | damage of their attacks from wrapping around and upgrading, letting them only knockout, instead of kill<br> | ||
+ | another. Curiously the damage from the Solar continues to add up beyond the target's health levels. <br> | ||
+ | This means a target may take days or weeks to fully recover from the pounding they received even with<br> | ||
+ | out life threatening damage. This also allows the penalties from Ox-Stunning Blow to continue to stack.<Br> | ||
+ | The effects of this charm are optional, the effects are not obviously supernatural, but it is obvious that<br> | ||
+ | the Solar is restraining themselves as they fight. Anyone watching can tell the Solar is trying not to <Br> | ||
+ | hurt the other too badly.<br> | ||
+ | |||
+ | |||
+ | === Clinch Charms === | ||
+ | |||
+ | <b> Dragon Coil Technique </b> | ||
+ | Cost: 4m | ||
+ | Duration: until next action | ||
+ | Type: reflexive | ||
Keywords: Combo-Ok | Keywords: Combo-Ok | ||
Minimums: MA 3 Essence 2 | Minimums: MA 3 Essence 2 | ||
Prerequisites: Fists of Iron | Prerequisites: Fists of Iron | ||
− | This | + | The grip of the Lawgiver's does not fail. This charm adds (Essence) successes to any attempt to achieve or<br> |
− | + | escape a clinch. It also boosts the clinches damage by (Essence) and lets the Solar make it lethal damage if<br> | |
− | + | they want. At Essence 3+ the Solar may purchase this charm again to gain the ability to spend an extra wp <br> | |
− | + | to make the Clinch attempt perfect. The Clinch will always succeed even if its with a zero threshold over <br> | |
− | + | opponent. This bonuses of the first version of this charm still apply to perfect version. This charm may <br> | |
− | + | only be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect <br> | |
− | + | clinch breaker may escape. A perfect clinch breaker beats this, but another perfect clinch merely cancels<br> | |
+ | the perfection of both. This charm may explicitly be used when held in a clinch by another. | ||
− | <b> | + | <b> Debris Entanglement Method </b> |
− | Cost: | + | Cost: 3m |
− | Duration: one flurry | + | Duration: scene |
− | Type: | + | Type: Supplemental |
− | Keywords: Combo-Ok, | + | Keywords: Combo-Ok |
+ | Minimums: MA 4 Essence 2 | ||
+ | Prerequisites: Dragon Coil Technique, Solar Hero Form | ||
+ | |||
+ | The Solar need not rely on their presence to deal with their foes. This charm supplements an attempt to <br> | ||
+ | clinch a target using an improvised weapon, such as net, rope, collapsed wall, or a handful of nails.<br> | ||
+ | If the clinch succeeds the Solar may walk away leaving the target clinched in the weapon. Despite not<br> | ||
+ | being around, as long as the motes remain committed, the Solar can still reflexively roll against the <br> | ||
+ | target, they can even use charms like Excellencies and Dragon Coil Technique to help clinch the target.<br> | ||
+ | The Solar may only hold or damage the target with their clinch, not throw them. The solar uses the <br> | ||
+ | improvised weapon in question to modify their rolls. If the Target escapes the Charm ends immediately.<br> | ||
+ | If the Solar drops commitment, the target must still free themselves from the entanglement. | ||
+ | |||
+ | <b> Surpassing Efficacy Hold </b> | ||
+ | Cost: 3m | ||
+ | Duration: one scene | ||
+ | Type: Supplemental | ||
+ | Keywords: Combo-Ok, Obvious | ||
+ | Minimums: MA 4 Essence 2 | ||
+ | Prerequisites: Dragon Coil Technique, Solar Hero Form | ||
+ | |||
+ | The Solar need not exert his full force to hold someone within his grasp. This charm supplements an <br> | ||
+ | attempt to clinch. Instead of having to use their whole body the Solar clinches with the most minimal<br> | ||
+ | of effort, such as a thumb and forefinger, or teeth. They may apply their minimal effort to the most <br> | ||
+ | minimal of places, an ear, a tail, a pinky finger. Being able to hold targets this way may let the<br> | ||
+ | Solar hold multiple targets depending on how they are held. The Solar does not, of necessity lose their<br> | ||
+ | Defense value while clinching in this manner, although they may not give ground unless they can drag the<br> | ||
+ | held victim with them. | ||
+ | This charm give Clinching a rate equal to Solar's Essence, however all the clinches must have this charm <br> | ||
+ | applied to them, and to hold all the targets requires a flurry of clinches, inflicting multiple action <br> | ||
+ | penalties and DV penalties. Each turn this the Solar must re-flurry all the clinches, although they may<Br> | ||
+ | choose a different order, and they take a penalty to DV equal to number of clinches, but they do not lose<Br> | ||
+ | their DV just because they are in a clinch. If the Solar does not the Strength + Athletics score to carry<Br> | ||
+ | all their target's they have the -2 unable to give ground penalty to dodge DV. If target breaks free then<br> | ||
+ | this charm is broken for that target and must be re-activated to try again. This charm need not be re-activated<br> | ||
+ | just to hold targets though.<br> | ||
+ | |||
+ | <b> Self-Judgement Clinch </b> | ||
+ | Cost: - | ||
+ | Duration: n/a | ||
+ | Type: permanent | ||
+ | Keywords: Combo-Ok | ||
+ | Minimums: MA 4 Essence 3 | ||
+ | Prerequisites: Debris Entanglement Method, Surpassing Efficacy Hold | ||
+ | |||
+ | The Lawgiver forces their foes to pass judgment on themselves. This charm acts as an upgrade to Debris<Br> | ||
+ | Entanglement Method. By spending two more motes the Solar may use a target as an improvised weapon with<Br> | ||
+ | an accuracy of -3 and a damage of 4B, against themselves. The target ends up hold themselves in clinch,<BR> | ||
+ | tangled into a know by the Solar's wrestling skills. It should be noted that if the Solar manages to <br> | ||
+ | clinch two different targets, he could use the charm on both to make them clinch each other. In this case<br> | ||
+ | both targets can be held until they manage to simultaneously win the clinching contest with the Solar, after<br> | ||
+ | which they are still left clinching each other without Solar influence. | ||
+ | |||
+ | <b> Brilliant Cavitation Burst </b> | ||
+ | Cost: 5m 1wp 1lhl | ||
+ | Duration: Instant | ||
+ | Type: Simple | ||
+ | Keywords: Combo-Ok, Obvious | ||
Minimums: MA 5 Essence 4 | Minimums: MA 5 Essence 4 | ||
− | Prerequisites: | + | Prerequisites: Glorious Shockwave Technique, Dragon Coil Technique x 2 |
− | |||
− | |||
− | |||
+ | Refining their Shockwave the Solar draws their foe into an implacable grip, even as an inexorable force<br> | ||
+ | tries to push the foe away, this deadly paradox resolves itself by tearing the victim apart. This charm<br> | ||
+ | may only be activated as an alternative to maintaining a clinch that has already been made by other means<Br> | ||
+ | the attempt to maintain the clinch is considered perfect. The Solar automatically does a number of levels <br> | ||
+ | of damage to the target equal to their Strength + Martial Arts + Essence, ignoring all armor-based soak.<br> | ||
+ | This damage must be lethal or worse, nothing can render it into bashing without changing the nature of<br> | ||
+ | this charm. The Solar may hold this charm on continuing actions by spending another 5 motes each. Any Target<br> | ||
+ | killed by this action explodes in a visual light show of Golden essence, but this has no mechanical effect.<br> | ||
=== Comments === | === Comments === |
Revision as of 22:53, 9 January 2010
Contents
Chipmunk Princess Style
Notes
Chipmunk Princess is a style emulating beautiful, but chittering and constantly moving princess.
This style uses weapons that are or very similar to small knives and daggers. The stylist
may not wear any armor that imposes a mobility or fatigue penalty with the style.
Small Creature Awareness
Cost: 3m Duration: one action Type: Reflexive Keywords: Combo-Ok Minimums: MA 2 Essence 1 Prerequisites: None
When you might be subject to a surprise attack, you may activate this charm and act as if not
surprised. Any additional surprise attacks in that action are also rendered non-surprise.
Darting Defense Method
Cost: 1m Duration: Instant Type: Reflexive Keywords: Combo-Ok Minimums: MA 2 Essence 1 Prerequisites: Small Creature Awareness
When subject to onslaught penalties you may activate this charm to ignore them for one attack,
that attack still contributes to future onslaught penalties though.
Fleeing Rodent Speed
Cost: 2m Duration: one action Type: reflexive Keywords: Combo-Ok Minimums: MA 2 Essence 2 Prerequisites: Darting Defense Method
Using this charm allows a dash action to be made without a DV penalty, It also adds essence score
to the distance the dash moves the stylist per tick.
Chipmunk Princess Form
Cost: 6m Duration: Scene Type: Simple Keywords: Obvious, Form Minimums: MA 4 Essence 2 Prerequisites: Fleeing Rodent Speed
When in this form, the stylist may reduce total the total penalty to their DV by their Martial Art
score. When performing a Guard Action they are immune to onslaught penalties. They may add essence
dice to stealth and athletics rolls. All unarmed attacks and miscellaneous actions that would be
speed 5 are instead speed 4.
Crashing Wave Throw
Cost: - Duration: - Type: Permanent Keywords: none Minimums: MA 5 Essence 3 Prerequisites: Heaven Thunder Hammer.
This Charm upgrades its prerequisite with the following effects. The Stylist may choose to send the
target straight up (Martial Arts x 3) yards or horizontally for (Martial Arts x 6) yards instead of
the damage based distance. They may activate this charm when in control of a clinch to throw the
target this distance. They may also use the target as an improvised weapon against another target.
The improvised weapon is at -3 accuracy and +4 damage. The attack on the second target operates as
a counter-attack, thus it cannot be used on a counter attack, it inflicts a -1 penalty on Solar's DV,
and the target cannot respond with counter attacks.
Golden-Essence Block
Cost: 3m Duration: Instant Type: Reflexive Keywords: Combo-Ok, Counter-Attack Minimums: MA 4 Essence 2 Prerequisites: Solar Hero Form
The Essence-driven fists of the Solar Exalted do not flinch from attacks but rise to meet them. This
Charm alters the way a solar blocks and incoming attack. The Solar does not get to use their DV on an
attack but instead attacks it reflexively themselves. They make a Strength + Martial Arts roll against
the attacking fist or weapon and if they gather enough successes equal to the higher of target's strength
or the weapon's damage bonus. Blocking lethal weapons requires another charm or stunt. Any leftover
successes after stopping attack apply as damage dice, which may be boosted by Solar Hero Form or
Sledgehammer Fist Punch. This counts as a counter-attack.
Hammer on Iron Technique
Cost: 3m 1wp Duration: Instant Type: Extra Action Keywords: Combo-Ok Minimums: MA 4 Essence 2 Prerequisites: Golden Essence Block
The Lawgiver's arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical
flurry of many Martial Arts attacks. The Exalt makes a total number of attacks equal to (Essence + 1).
This Charm lets the Solar make these attacks regardless of Rate, without multiple weapon penalties and
a DV penalty equal to the highest penalty for any one attack. All attacks must be against the same target.
Glorious Shockwave Technique
Cost: 3m 1wp 1Lhl Duration: Instant Type: Simple Keywords: Combo-Ok, Obvious, Knockback Minimums: MA 5 Essence 3 Prerequisites: Hammer on Iron Technique, Crashing Wave Throw
The Solar's anima explodes outward as a powerful wave of golden essence. This is an unblockable,
undodgeable attack that may extend up to twice his permanent Essence in yards in every direction,
striking everyone, friend or foe indiscriminately. He may make a Martial Arts attack using his
(Strength + Martial Arts + Essence) as a dice pool, this attack is applied fully and equally to
all targets. This attack will also damage the Solar's surroundings, including the solid ground or
rickety bridge that he may be standing on, but might also break physical bonds or restraints. Anyone
or anything caught by this attack is removed from the Solar to outside the radius of the shockwave as
a Knockback effect. This attack is explicitly allowed to be placed in a Combo with Heaven Thunder Hammer
to enhance the Knockback effect. This Charm is explicitly allowed to replace a grapple check within a
clinch, in which case Shockwave Technique perfectly breaks the Solar free of the clinch. For Solars, and
only for true Solar Exalts, not others who can learn this style, the Solar Hero Form charm may be activated
as a reflexive, innate ability instead of as a charm. This still costs the normal costs of the Charm and
may not be activated with another form charm. This effect only works on the action during which Glorious
Shockwave Technique is activated.
Solar Only Expansion Charms
Fast Attack Charms
Thunderclap Rush Attack
Cost: 1m Duration: Instant Type: Supplemental Keywords: Combo-Ok Minimums: MA 3 Essence 2 Prerequisites: Fists of Iron
When the Solar Exalt strikes, she is swifter than the lightning. This charm supplements a Martial Arts
action so that its speed is reduced by 2 and the DV penalty is reduced by one. This may not bring an
attack below Speed 3.
Hammering Solar Technique
Cost: 3m Duration: one action Type: supplemental Keywords: Combo-Ok Minimums: MA 4 Essence 2 Prerequisites: Thunderclap Rush Attack, Solar Hero Form
When the unconquerable hero presses their opponent they must fall or give way. This charm enhances a
Solar's Martial Arts attacks by increasing their rate by 3 and removing 3 dice of multiple action penalties.
Awing Solar Rage
Cost: - Duration: n/a Type: Permanent Keywords: none Minimums: MA 5 Essence 4 Prerequisites: Hammer on Iron Technique, Hammering Solar Technique
The Solar hero burns with power and move like lightning. This charm enhances Hammer on Iron Technique
and any custom Martial Arts Extra actions charms so the may add two more actions than normal.
Threat Reducing Charms
Fair Handed Weapon Hammer
Cost: - Duration: n/a Type: permanent Keywords: none Minimums: MA 4 Essence 3 Prerequisites: Golden Essence Block
The Solar Hero is a brutal but honest combatant, he can demand his foes face him the same. This charm
enhances its prerequisite. As an alternative to using extra successes to damage target, he may use them
to disarm his foe. By gaining a number of successes equal to targets strength + 2 after stopping the attack
(or without stopping it if its that important) the Solar may knock his opponents weapon away at least one
yard per extra success, which may be enhanced with Solar Hero Form power or Hammer Thunder Hammer. The +2
refers to the external penalty for disarming and may be changed by effects that alter this penalty. This also
allows the Solar to take the weapon or if weapon is natural weapon they may pull target into clinch instead of
harming them, again they must achieve an extra strength successes over stopping the attack, or not stop the
attack from hitting them, in order to pull the target in.
Ox-Stunning Blow
Cost: 3m Duration: Instant Type: Supplemental Keywords: Combo-Ok, Crippling, Stacking Minimums: MA 4 Essence 2 Prerequisites: Solar Hero Form
The blow of a mighty hero can shake a foe to their core. This charm supplements a Martial Arts attack
to deal wounds to an opponent. Every wound dealt by this charm causes an additional -1 wound penalty
which stacks with normal wound penalties and itself. These penalties heal as the wounds that inflicted
them do. There is no limit to the number of penalties a Solar may inflict, other than the health levels
their target has.
Knockout Blow
Cost: 5m 1wp Duration: Instant Type: Supplemental Keywords: Combo-Ok, Crippling, Obvious Minimums: MA 5 Essence 3 Prerequisites: Ox-Stunning Blow
Solar Exalted can topple even behemoths with a Punch. This charm supplements a Martial Arts attack.
The Solar forces a reflexive roll from target of Stamina + Resistance at a difficulty of Solar's
successes on attack + Essence score. If the target fails and cannot resist crippling effects they
are forced unconscious for the rest of the scene. The Lawgiver needs to inflict at least one level
of damage for this effect to occur.
Merciful Hero Stance
Cost: - Duration: n/a Type: Permanent Keywords: Obvious Minimums: MA 5 Essence 3 Prerequisites: Knockout Blow
Dolorous, the blows of a Solar certainly are, but their might contains room for gentleness. This Charm
permanently enhances a solar so they may pull their blows for no penalty. They may also keep the
damage of their attacks from wrapping around and upgrading, letting them only knockout, instead of kill
another. Curiously the damage from the Solar continues to add up beyond the target's health levels.
This means a target may take days or weeks to fully recover from the pounding they received even with
out life threatening damage. This also allows the penalties from Ox-Stunning Blow to continue to stack.
The effects of this charm are optional, the effects are not obviously supernatural, but it is obvious that
the Solar is restraining themselves as they fight. Anyone watching can tell the Solar is trying not to
hurt the other too badly.
Clinch Charms
Dragon Coil Technique
Cost: 4m Duration: until next action Type: reflexive Keywords: Combo-Ok Minimums: MA 3 Essence 2 Prerequisites: Fists of Iron
The grip of the Lawgiver's does not fail. This charm adds (Essence) successes to any attempt to achieve or
escape a clinch. It also boosts the clinches damage by (Essence) and lets the Solar make it lethal damage if
they want. At Essence 3+ the Solar may purchase this charm again to gain the ability to spend an extra wp
to make the Clinch attempt perfect. The Clinch will always succeed even if its with a zero threshold over
opponent. This bonuses of the first version of this charm still apply to perfect version. This charm may
only be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect
clinch breaker may escape. A perfect clinch breaker beats this, but another perfect clinch merely cancels
the perfection of both. This charm may explicitly be used when held in a clinch by another.
Debris Entanglement Method
Cost: 3m Duration: scene Type: Supplemental Keywords: Combo-Ok Minimums: MA 4 Essence 2 Prerequisites: Dragon Coil Technique, Solar Hero Form
The Solar need not rely on their presence to deal with their foes. This charm supplements an attempt to
clinch a target using an improvised weapon, such as net, rope, collapsed wall, or a handful of nails.
If the clinch succeeds the Solar may walk away leaving the target clinched in the weapon. Despite not
being around, as long as the motes remain committed, the Solar can still reflexively roll against the
target, they can even use charms like Excellencies and Dragon Coil Technique to help clinch the target.
The Solar may only hold or damage the target with their clinch, not throw them. The solar uses the
improvised weapon in question to modify their rolls. If the Target escapes the Charm ends immediately.
If the Solar drops commitment, the target must still free themselves from the entanglement.
Surpassing Efficacy Hold
Cost: 3m Duration: one scene Type: Supplemental Keywords: Combo-Ok, Obvious Minimums: MA 4 Essence 2 Prerequisites: Dragon Coil Technique, Solar Hero Form
The Solar need not exert his full force to hold someone within his grasp. This charm supplements an
attempt to clinch. Instead of having to use their whole body the Solar clinches with the most minimal
of effort, such as a thumb and forefinger, or teeth. They may apply their minimal effort to the most
minimal of places, an ear, a tail, a pinky finger. Being able to hold targets this way may let the
Solar hold multiple targets depending on how they are held. The Solar does not, of necessity lose their
Defense value while clinching in this manner, although they may not give ground unless they can drag the
held victim with them.
This charm give Clinching a rate equal to Solar's Essence, however all the clinches must have this charm
applied to them, and to hold all the targets requires a flurry of clinches, inflicting multiple action
penalties and DV penalties. Each turn this the Solar must re-flurry all the clinches, although they may
choose a different order, and they take a penalty to DV equal to number of clinches, but they do not lose
their DV just because they are in a clinch. If the Solar does not the Strength + Athletics score to carry
all their target's they have the -2 unable to give ground penalty to dodge DV. If target breaks free then
this charm is broken for that target and must be re-activated to try again. This charm need not be re-activated
just to hold targets though.
Self-Judgement Clinch
Cost: - Duration: n/a Type: permanent Keywords: Combo-Ok Minimums: MA 4 Essence 3 Prerequisites: Debris Entanglement Method, Surpassing Efficacy Hold
The Lawgiver forces their foes to pass judgment on themselves. This charm acts as an upgrade to Debris
Entanglement Method. By spending two more motes the Solar may use a target as an improvised weapon with
an accuracy of -3 and a damage of 4B, against themselves. The target ends up hold themselves in clinch,
tangled into a know by the Solar's wrestling skills. It should be noted that if the Solar manages to
clinch two different targets, he could use the charm on both to make them clinch each other. In this case
both targets can be held until they manage to simultaneously win the clinching contest with the Solar, after
which they are still left clinching each other without Solar influence.
Brilliant Cavitation Burst
Cost: 5m 1wp 1lhl Duration: Instant Type: Simple Keywords: Combo-Ok, Obvious Minimums: MA 5 Essence 4 Prerequisites: Glorious Shockwave Technique, Dragon Coil Technique x 2
Refining their Shockwave the Solar draws their foe into an implacable grip, even as an inexorable force
tries to push the foe away, this deadly paradox resolves itself by tearing the victim apart. This charm
may only be activated as an alternative to maintaining a clinch that has already been made by other means
the attempt to maintain the clinch is considered perfect. The Solar automatically does a number of levels
of damage to the target equal to their Strength + Martial Arts + Essence, ignoring all armor-based soak.
This damage must be lethal or worse, nothing can render it into bashing without changing the nature of
this charm. The Solar may hold this charm on continuing actions by spending another 5 motes each. Any Target
killed by this action explodes in a visual light show of Golden essence, but this has no mechanical effect.