SolarAthletics/BogMod
Strong-Man's Feat Method
Cost: 3m; Mins: Athletics 4, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Mirror(Deadman's Strongarm Method)
Duration: One Scene
Prerequisite Charms: Increasing Strength Exercise
Guided by the will of the Lawgiver golden essence flows into her arms and back. Muscles ripple and she sets herself to lift and carry beyond the power of any human form or perhaps to break that which would take a dozen others. The Solar treats their effective (Strength + Athletics) score as doubled for the purposes of feats of strength wether it be for breaking things or for lifting and carrying.
Light-Step Technique
Cost: 6m; Mins: Athletics 5, Essence 4; Type: Reflexive
Keywords: Combo-Ok, Obvious
Duration: One scene
Prerequisite Charms: Foe-Vaulting Method, Lightning Speed
A Lawgiver's leaps and movements are oftentimes faster then the unenlightened can perceive. She may move her full Dash distance as a normal move action in any direction letting her appear atop rooves or with the right charms resting on the point of someone's drawn sword. So long as the distance is within a direct line dash action range she can move there even if such an action would normally require jumping, swimming, climbing, or such. Block movement actions that do not have magic behind them fail to stop her movement and against charms that do block movement the Solar adds her Essence in dice to the contested roll. Finally only the most trained individuals can keep track of the Solar in time to defend themselves or strike at her. Compare the Lawgiver's Athletics rating to the lower of another's Wits and Awareness. If this number would be lower than Essence divided by 2 round down. The difference in the Solar's favor is a DV penalty they suffer against the Solar's attacks and an external penalty to attacks they make against the Solar.
Impossible Pursuit Speed
Cost: -(1wp); Mins: Athletics 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Light-Step Technique, Racing Hare Method
It is impossible to outrun the justice of the Lawgivers. No matter how fast you run they will catch you. When Light-Step Technique is activated she can spend a willpower point. If she does while Light-Step Technique is active the Solar automatically succeeds in a single Blockade Movement Action so long as charms do not contest this. When someone is moving away from the Solar she can catch up to them and keep pace with them so long as she has the right mode of movement to make that chase. If the Solar can not fly she can not chase her target upwards though she could keep pace underneath. Against charms which contest this effect add the Solar's Essence in successes to the contested roll. Note this charm is unsuited for long term chases and for those who can escape via teleporting or allready had left before the scene when the Solar arrived.
Effortless Force Training
Cost: -; Mins: Athletics 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: [Glorious Temple Body]
The bodies of the Lawgivers through hard work and physical training become toned and fit. They can exert the full force of their strength with the lightest touch and even when exerting themselves fully they tire slower than others. This charm grants three permanent effects. First the Solar can make full force attacks with the slightest touch which translates to them no longer suffering a penalty for trying to hide attacks in plain sight with the right stunt. Second when performing strenuous work they regain motes at 4/hour and when performing light work it is at 8/hour. The use of Strength Increasing Exercise no longer counts as Obvious.
Wall Breaking Glory
Cost: 4m; Mins: Athletics 5, Essence 5; Type: Simple
Keywords: Combo-Ok, Obvious
Duration: One scene
Prerequisite Charms: Thunderbolt Attack Prana, [Glorious Temple Body]
It is not enough that the Solar Exalted be able to make a hole in a wall so that they can move through. No the entire wall itself is an afront to the glory of the Lawgivers, as if to say to them that they can not pass. Such insults are met with the truth that no wall may bar the path of the Chosen of the Unconquered Sun. While this charm is active the Solar's attacks apply to the whole of a structure or object. Inflicting damage enough to destroy a wall brings down the entire wall rather than making a hole through which a single person may pass. Objects must be more or less a single structure to count for this. A house counts while all the houses of a single village do not. Furthermore certain magical structures such as the layers of Malfeas, the Pole of Earth, and other large devices of first age construction were designed to limit this charm. In such cases where it is simply too great or protected against such things the Solar merely does double damage against them after soak.