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− | = Solar Hero Style = | + | == Solar Hero Style == |
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− | === Notes ===
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− | This Style is my personal take on Solar Hero, but it borrows and steals a lot of ideas and Thematics <br>
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− | from Black Paper Moon and Inugami (Tornado Wolf). I really appreciated their ideas because it helped <br>
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− | me visualize how a Solar should fight and create charms to back it up. Thanks!
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− | Solar Hero is a style emulating a mighty world shaking warrior. This style uses weapons that <Br>
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− | enhance normal attacks (Smashfists and God-Kicking Boots) and improvised weapons. The stylist<br>
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− | may wear full armor with the style.
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− | <b> Fists of iron </b>
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− | Cost: 3m
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− | Duration: Martial Arts score in actions
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− | Type: Reflexive
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− | Keywords: Combo-Ok
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− | Minimums: MA 2 Essence 1
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− | Prerequisites: None
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− | | |
− | The Solar infuses her hands with the strength of her essence and strikes out like the Unconquered<br>
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− | Sun. This Charm enhances enhances a Martial Art attack made with this Styles form weapons by adding<br>
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− | one to accuracy, two to damage, making damage lethal, allowing the parrying of lethal or ranged<br>
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− | attacks, and making objects wielded as improvised weapons immune to damage from being used to <Br>
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− | attack or defend, if the Solar wishes.<br>
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− | <b> Sledgehammer Fist Punch </b>
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− | Cost: 3m
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− | Duration: Instant
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− | Type: Supplemental
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− | Keywords: Combo-Ok, Obvious
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− | Minimums: MA 3 Essence 2
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− | Prerequisites: Fists of Iron
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− | This Charm is also called the "Pillar-Breaking Blow" The Lawgiver's anima flares, and he strike<br>
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− | like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an <br>
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− | inanimate Object, doubling Raw(pre-soak) damage of the attack.<br>
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− | <b> Solar Hero Form </b>
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− | Cost: 6m
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− | Duration: scene
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− | Type: Simple
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− | Keywords: Obvious, Form-type
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Sledgehammer Fist Punch
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− | The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill,<br>
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− | radiant with the power of the legendary hero returned. There is nothing formal to this fighting <br>
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− | style, but there is an unstoppable and unchallengeable grace to it. This Charm allows the Exalt to<br>
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− | count the successes of a Martial Arts attack using this styles form weapons twice for the purpose<br>
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− | of determining damage. She must spend one mote reflexively in step 7 of attack resolution each <Br>
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− | time she takes advantage of this effect. This Charm also allows the character to use improvised <br>
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− | weapons much more effectively. An attack with an improvised weapon is compared to the natural<br>
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− | attack it most resembles, a jab with an object becomes a punch, and swing is a kick, and entangling<br>
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− | a target in an object is a clinch. Any weapon statistic that is inferior to the natural version is<Br>
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− | upgraded to the stat of the natural attack, while keeping all the statistics at which it is superior.<br>
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− | <b> Heaven Thunder Hammer </b>
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− | Cost: 3m
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− | Duration: Instant
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− | Type: Supplemental
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− | Keywords: Combo-Ok
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Solar Hero Form
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− | The fury of the Lawgivers scatters their enemies like leaves before a storm. This Charm supplements<br>
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− | a Martial Art attack made with form weapons. It insures the attack throws his enemy backward one yard<br>
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− | for each point of raw damage. Targets that strike hard objects take one die of damage for each yard<br>
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− | they would otherwise have traveled. This damage is usually bashing but can be lethal if the target<br>
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− | strikes a sufficiently dangerous object. At Essence 3 this charm is ungraded. If an object struck with<br>
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− | this is hit in sufficient damage to be destroyed, the Solar may spend one mote to preserve the objects <br>
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− | integrity until it reaches the end of the distance the Charm is sending it. Alternatively if a larger <br>
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− | object could have been completely destroyed this would allow all the force to concentrate on part of an object <br>
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− | sending it flying while leaving the rest of the object intact. This need not be the piece adjacent to <br>
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− | the strike location.<br>
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− | <b> Crashing Wave Throw </b>
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− | Cost: -
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− | Duration: -
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− | Type: Permanent
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− | Keywords: none
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− | Minimums: MA 5 Essence 3
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− | Prerequisites: Heaven Thunder Hammer.
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− | This Charm upgrades its prerequisite with the following effects. The Stylist may choose to send the<Br>
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− | target straight up (Martial Arts x 3) yards or horizontally for (Martial Arts x 6) yards instead of<Br>
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− | the damage based distance. They may activate this charm when in control of a clinch to throw the <Br>
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− | target this distance. They may also use the target as an improvised weapon against another target.<br>
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− | The improvised weapon is at -3 accuracy and +4 damage. The attack on the second target operates as<br>
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− | a counter-attack, thus it cannot be used on a counter attack, it inflicts a -1 penalty on Solar's DV,<br>
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− | and the target cannot respond with counter attacks.<br>
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− | <b> Golden-Essence Block </b>
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− | Cost: 3m
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− | Duration: Instant
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− | Type: Reflexive
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− | Keywords: Combo-Ok, Counter-Attack
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Solar Hero Form
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− | The Essence-driven fists of the Solar Exalted do not flinch from attacks but rise to meet them. This<br>
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− | Charm alters the way a solar blocks an incoming attack. The Solar does not get to use their DV on an<br>
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− | attack but instead attacks it reflexively themselves. They make a Strength + Martial Arts roll against<Br>
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− | the attacking fist or weapon and if they gather enough successes equal to the higher of target's strength<Br>
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− | or the weapon's damage bonus it stops the attack. Blocking lethal weapons requires another charm or stunt.<br>
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− | Any leftover successes after stopping the attack apply as damage dice, which may be boosted by Solar Hero <br>
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− | Form, or Sledgehammer Fist Punch. This counts as a counter-attack.<br>
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− | <b> Hammer on Iron Technique </b>
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− | Cost: 3m 1wp
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− | Duration: Instant
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− | Type: Extra Action
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− | Keywords: Combo-Ok
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Golden Essence Block
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− | The Lawgiver's arts of battle bring an unrelenting punishment to their enemies. This Charm is a magical<br>
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− | flurry of many Martial Arts attacks. The Exalt makes a total number of attacks equal to (Essence + 1).<br>
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− | This Charm lets the Solar make these attacks regardless of Rate, without multiple weapon penalties and<br>
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− | a DV penalty equal to the highest penalty for any one attack. All attacks must be against the same target.<br>
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− | <b> Glorious Shockwave Technique </b>
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− | Cost: 3m 1wp 1Lhl
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− | Duration: Instant
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− | Type: Simple
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− | Keywords: Combo-Ok, Obvious, Knockback
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− | Minimums: MA 5 Essence 3
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− | Prerequisites: Hammer on Iron Technique, Crashing Wave Throw
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− | The Solar's anima explodes outward as a powerful wave of golden essence. This is an unblockable, <br>
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− | undodgeable attack that may extend up to twice his permanent Essence in yards in every direction, <br>
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− | striking everyone, friend or foe indiscriminately. He may make a Martial Arts attack using his <br>
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− | (Strength + Martial Arts + Essence) as a dice pool, this attack is applied fully and equally to <br>
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− | all targets. This attack will also damage the Solar's surroundings, including the solid ground or <br>
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− | rickety bridge that he may be standing on, but might also break physical bonds or restraints. Anyone<br>
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− | or anything caught by this attack is removed from the Solar to outside the radius of the shockwave as<br>
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− | a Knockback effect. This attack is explicitly allowed to be placed in a Combo with Heaven Thunder Hammer<br>
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− | to enhance the Knockback effect. This Charm is explicitly allowed to replace a grapple check within a <br>
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− | clinch, in which case Shockwave Technique perfectly breaks the Solar free of the clinch. For Solars, and<br>
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− | only for true Solar Exalts, not others who can learn this style, the Solar Hero Form charm may be activated<br>
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− | as a reflexive, innate ability instead of as a charm. This still costs the normal costs of the Charm and <Br>
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− | may not be activated with another form charm. This effect only works on the action during which Glorious<Br>
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− | Shockwave Technique is activated.<br>
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− | == Solar Only Expansion Charms ==
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− | === Fast Attack Charms ===
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− | <b> Thunderclap Rush Attack </b>
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− | Cost: 1m
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− | Duration: Instant
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− | Type: Supplemental
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− | Keywords: Combo-Ok
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− | Minimums: MA 3 Essence 2
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− | Prerequisites: Fists of Iron
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− | When the Solar Exalt strikes, she is swifter than the lightning. This charm supplements a Martial Arts<br>
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− | action so that its speed is reduced by 2 and the DV penalty is reduced by one. This may not bring an <br>
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− | attack below Speed 3.<br>
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− | <b> Hammering Solar Technique </b>
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− | Cost: 3m
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− | Duration: one action
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− | Type: supplemental
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− | Keywords: Combo-Ok
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Thunderclap Rush Attack, Solar Hero Form
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− | When the unconquerable hero presses their opponent they must fall or give way. This charm enhances a <br>
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− | Solar's Martial Arts attacks by increasing their rate by 3 and removing 3 dice of multiple action penalties.<br>
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− | <b> Awing Solar Rage </b>
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− | Cost: -
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− | Duration: n/a
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− | Type: Permanent
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− | Keywords: none
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− | Minimums: MA 5 Essence 4
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− | Prerequisites: Hammer on Iron Technique, Hammering Solar Technique
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− | The Solar hero burns with power and moves like lightning. This charm enhances Hammer on Iron Technique<br>
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− | and any custom Martial Arts Extra actions charms so the may add two more actions than normal.<br>
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− | === Threat Reducing Charms ===
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− | <b> Fair Handed Weapon Hammer</b>
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− | Cost: -
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− | Duration: n/a
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− | Type: permanent
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− | Keywords: none
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− | Minimums: MA 4 Essence 3
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− | Prerequisites: Golden Essence Block
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− | The Solar Hero is a brutal but honest combatant, he can demand his foes face him the same. This charm<br>
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− | enhances its prerequisite. As an alternative to using extra successes to damage target, he may use them<br>
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− | to disarm his foe. By gaining a number of successes equal to targets strength + 2 after stopping the attack<br>
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− | (or without stopping it if its that important) the Solar may knock his opponents weapon away at least one<br>
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− | yard per extra success, which may be enhanced with Solar Hero Form power or Hammer Thunder Hammer. The +2<br>
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− | refers to the external penalty for disarming and may be changed by effects that alter this penalty. This also<br>
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− | allows the Solar to take the weapon or if weapon is natural weapon they may pull target into clinch instead of<Br>
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− | harming them, again they must achieve an extra strength successes over stopping the attack, or not stop the <br>
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− | attack from hitting them, in order to pull the target in.
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− | <b> Ox-Stunning Blow </b>
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− | Cost: 3m
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− | Duration: Instant
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− | Type: Supplemental
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− | Keywords: Combo-Ok, Crippling, Stacking
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Solar Hero Form
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− | The blow of a mighty hero can shake a foe to their core. This charm supplements a Martial Arts attack <br>
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− | to deal wounds to an opponent. Every wound dealt by this charm causes an additional -1 wound penalty<br>
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− | which stacks with normal wound penalties and itself. These penalties heal as the wounds that inflicted<Br>
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− | them do. There is no limit to the number of penalties a Solar may inflict, other than the health levels<br>
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− | their target has.<br>
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− | <b> Knockout Blow </b>
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− | Cost: 5m 1wp
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− | Duration: Instant
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− | Type: Supplemental
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− | Keywords: Combo-Ok, Crippling, Obvious
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− | Minimums: MA 5 Essence 3
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− | Prerequisites: Ox-Stunning Blow
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− | Solar Exalted can topple even behemoths with a Punch. This charm supplements a Martial Arts attack. <br>
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− | The Solar forces a reflexive roll from target of Stamina + Resistance at a difficulty of Solar's<br>
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− | successes on attack + Essence score. If the target fails and cannot resist crippling effects they<Br>
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− | are forced unconscious for the rest of the scene. The Lawgiver needs to inflict at least one level<Br>
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− | of damage for this effect to occur.<br>
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− | <b> Merciful Hero Stance </b>
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− | Cost: -
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− | Duration: n/a
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− | Type: Permanent
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− | Keywords: Obvious
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− | Minimums: MA 5 Essence 3
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− | Prerequisites: Knockout Blow
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− | Dolorous, the blows of a Solar certainly are, but their might contains room for gentleness. This Charm<br>
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− | permanently enhances a solar so they may pull their blows for no penalty. They may also keep the <Br>
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− | damage of their attacks from wrapping around and upgrading, letting them only knockout, instead of kill<br>
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− | another. Curiously the damage from the Solar continues to add up beyond the target's health levels. <br>
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− | This means a target may take days or weeks to fully recover from the pounding they received even with<br>
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− | out life threatening damage. This also allows the penalties from Ox-Stunning Blow to continue to stack.<Br>
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− | The effects of this charm are optional, the effects are not obviously supernatural, but it is obvious that<br>
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− | the Solar is restraining themselves as they fight. Anyone watching can tell the Solar is trying not to <Br>
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− | hurt the other too badly.<br>
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− | === Clinch Charms ===
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− | <b> Dragon Coil Technique </b>
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− | Cost: 4m
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− | Duration: until next action
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− | Type: reflexive
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− | Keywords: Combo-Ok
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− | Minimums: MA 3 Essence 2
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− | Prerequisites: Fists of Iron
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− | The grip of the Lawgiver's does not fail. This charm adds (Essence) successes to any attempt to achieve or<br>
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− | escape a clinch. It also boosts the clinches damage by (Essence) and lets the Solar make it lethal damage if<br>
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− | they want. At Essence 3+ the Solar may purchase this charm again to gain the ability to spend an extra wp <br>
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− | to make the Clinch attempt perfect. The Clinch will always succeed even if its with a zero threshold over <br>
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− | opponent. The bonuses of the first version of this charm still apply to perfect version. This charm may <br>
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− | be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect <br>
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− | clinch breaker may escape it. A perfect clinch breaker beats this, but another perfect clinch merely cancels<br>
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− | the perfection of both. This charm may explicitly be used when held in a clinch by another.
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− | <b> Debris Entanglement Method </b>
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− | Cost: 3m
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− | Duration: scene
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− | Type: Supplemental
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− | Keywords: Combo-Ok
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Dragon Coil Technique, Solar Hero Form
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− | The Solar need not rely on their presence to deal with their foes. This charm supplements an attempt to <br>
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− | clinch a target using an improvised weapon, such as net, rope, collapsed wall, or a handful of nails.<br>
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− | If the clinch succeeds the Solar may walk away leaving the target clinched in the weapon. Despite not<br>
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− | being around, as long as the motes remain committed, the Solar can still reflexively roll against the <br>
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− | target, they can even use charms like Excellencies and Dragon Coil Technique to help clinch the target.<br>
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− | The Solar may only hold or damage the target with their clinch, not throw them. The solar uses the <br>
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− | improvised weapon in question to modify their rolls. If the Target escapes the Charm ends immediately.<br>
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− | If the Solar drops commitment, the target must still free themselves from the entanglement.
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− | <b> Surpassing Efficacy Hold </b>
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− | Cost: 3m
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− | Duration: one scene
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− | Type: Supplemental
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− | Keywords: Combo-Ok, Obvious
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− | Minimums: MA 4 Essence 2
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− | Prerequisites: Dragon Coil Technique, Solar Hero Form
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− | The Solar need not exert his full force to hold someone within his grasp. This charm supplements an <br>
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− | attempt to clinch. Instead of having to use their whole body the Solar clinches with the most minimal<br>
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− | of effort, such as a thumb and forefinger, or teeth. They may apply their minimal effort to the most <br>
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− | minimal of places, an ear, a tail, a pinky finger. Being able to hold targets this way may let the<br>
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− | Solar hold multiple targets depending on how they are held. The Solar does not, of necessity lose their<br>
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− | Defense value while clinching in this manner, although they may not give ground unless they can drag the<br>
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− | held victim with them.<br>
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− | This charm gives Clinching a rate equal to Solar's Essence, however all the clinches must have this charm <br>
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− | applied to them, and to hold all the targets requires a flurry of clinches, inflicting multiple action <br>
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− | penalties and DV penalties. Each turn the Solar must choose to flurry all the clinches, although they may<Br>
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− | choose a different order, and they take a penalty to DV equal to number of clinches, but they do not lose<Br>
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− | their DV just because they are in a clinch. If the Solar does not have the Strength + Athletics score to carry<Br>
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− | all their target's they have the -2 unable to give ground penalty to dodge DV. If target breaks free then<br>
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− | this charm is broken for that target and must be re-activated to try again. This charm need not be re-activated<br>
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− | just to hold targets though.<br>
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− | <b> Self-Judgement Clinch </b>
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− | Cost: -
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− | Duration: n/a
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− | Type: permanent
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− | Keywords: Combo-Ok
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− | Minimums: MA 4 Essence 3
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− | Prerequisites: Debris Entanglement Method, Surpassing Efficacy Hold
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− | | |
− | The Lawgiver forces their foes to pass judgment on themselves. This charm acts as an upgrade to Debris<Br>
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− | Entanglement Method. By spending two more motes the Solar may use a target as an improvised weapon with<Br>
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− | an accuracy of -3 and a damage of 4B, against themselves. The target ends up hold themselves in clinch,<BR>
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− | tangled into a knot by the Solar's wrestling skills. It should be noted that if the Solar manages to <br>
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− | clinch two different targets, he could use the charm on both to make them clinch each other. In this case<br>
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− | both targets can be held until they manage to simultaneously win the clinching contest with the Solar, after<br>
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− | which they are still left clinching each other without Solar influence.
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− | <b> Brilliant Cavitation Burst </b>
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− | Cost: 5m 1wp 1lhl
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− | Duration: Instant
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− | Type: Simple
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− | Keywords: Combo-Ok, Obvious
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− | Minimums: MA 5 Essence 4
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− | Prerequisites: Glorious Shockwave Technique, Dragon Coil Technique x 2
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− | | |
− | Refining their Shockwave the Solar draws their foe into an implacable grip, even as an inexorable force<br>
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− | tries to push the foe away, this deadly paradox resolves itself by tearing the victim apart. This charm<br>
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− | may only be activated as an alternative to maintaining a clinch that has already been made by other means<Br>
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− | the attempt to maintain the clinch is considered perfect. The Solar automatically does a number of levels <br>
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− | of damage to the target equal to their Strength + Martial Arts + Essence, ignoring all armor-based soak.<br>
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− | This damage must be lethal or worse, nothing can render it into bashing without changing the nature of<br>
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− | this charm. The Solar may hold this charm on continuing actions by spending another 5 motes each. Any Target<br>
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− | killed by this action explodes in a visual light show of Golden essence, but this has no mechanical effect.<br>
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− | | |
− | === Comments ===
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− | | |
− | Yes I was watching Kung-Fu Panda when I thought of some of these, on top of inspiration from Inugami. [[StarJaunter]]
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