Difference between revisions of "StarJaunter/SolarHeroStyle"

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== Solar Hero Style ==
 
== Solar Hero Style ==
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Solar Hero is a style emulating a mighty world shaking warrior. This style uses weapons that <Br>
 +
enhance normal attacks (Smashfists and God-Kicking Boots) and improvised weapons. The stylist<br>
 +
may wear full armor with the style.
 +
 +
<b> Fists of iron </b>
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Cost: 3m
 +
Duration: Martial Arts score in actiona
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Type: Reflexive
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Keywords: Combo-Ok
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Minimums: MA 2 Essence 1
 +
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>
 +
one to accuracy, two to damage, making damage lethal, allowing the parrying of lethal or ranged<br>
 +
attacks, and making objects wielded as improvised weapons immune to damage from being used to <Br>
 +
attack or defend, if the Solar wishes.<br>
 +
 +
<b> Sledgehammer Fist Punch </b>
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Cost: 3m
 +
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>
 +
like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an <br>
 +
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>
 +
radiant with the power of the legendary hero returned. There is nothing formal to this fighting <br>
 +
style, but there is an unstoppable and unchallengeable grace to it. This Charm allows the Exalt to<br>
 +
count the successes of a Martial Arts attack using this styles form weapons twice for the purpose<br>
 +
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>
 +
weapons much more effectively.  An attack with an improvised weapon is compared to the natural<br>
 +
attack it most resembles, a jab with an object becomes a punch, and swing is a kick, and entangling<br>
 +
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>
 +
 +
<b> Heaven Thunder Hammer </b>
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Cost: 3m
 +
Duration: Instant
 +
Type: Supplemental
 +
Keywords: Combo-Ok
 +
Minimums: MA 4 Essence 2
 +
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>
 +
a Martial Art attack made with form weapons. It insures the attack throws his enemy backward one yard<br>
 +
for each point of raw damage. Targets that strike hard objects take one die of damage for each yard<br>
 +
they would otherwise have traveled.  This damage is usually bashing but can be lethal if the target<br>
 +
strikes a sufficiently dangerous object.
 +
At Essence 3 this charm is ungraded. If an object struck with this is hit in sufficient damage to be<Br>
 +
destroyed, the Solar may spend one mote to preserve the objects integrity until it reaches the end of<br>
 +
the distance the Charm is sending it. Alternatively if a larger object could have been completely <br>
 +
destroyed this would allow all the force to concentrate on on object sending it flying while leaving<br>
 +
the rest of the object intact. This need not be the piece adjacent to the strike location.<br>
 +
 +
<b> Crashing Wave Throw </b>
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Cost: -
 +
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>
 +
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> Golden-Essence Block </b>
 +
Cost: 3m
 +
Duration: Instant
 +
Type: Reflexive
 +
Keywords: Combo-Ok, Counter-Attack
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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<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.

Revision as of 01:48, 31 May 2009

Solar Hero Style

Solar Hero is a style emulating a mighty world shaking warrior. This style uses weapons that
enhance normal attacks (Smashfists and God-Kicking Boots) and improvised weapons. The stylist
may wear full armor with the style.

Fists of iron

Cost: 3m
Duration: Martial Arts score in actiona
Type: Reflexive
Keywords: Combo-Ok
Minimums: MA 2 Essence 1
Prerequisites: None

The Solar infuses her hands with the strength of her essence and strikes out like the Unconquered
Sun. This Charm enhances enhances a Martial Art attack made with this Styles form weapons by adding
one to accuracy, two to damage, making damage lethal, allowing the parrying of lethal or ranged
attacks, and making objects wielded as improvised weapons immune to damage from being used to
attack or defend, if the Solar wishes.

Sledgehammer Fist Punch

Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-Ok, Obvious
Minimums: MA 3 Essence 2
Prerequisites: Fists of Iron

This Charm is also called the "Pillar-Breaking Blow" The Lawgiver's anima flares, and he strike
like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an
inanimate Object, doubling Raw(pre-soak) damage of the attack.

Solar Hero Form

Cost: 6m
Duration: scene
Type: Simple
Keywords: Obvious, Form-type
Minimums: MA 4 Essence 2
Prerequisites: Sledgehammer Fist Punch

The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill,
radiant with the power of the legendary hero returned. There is nothing formal to this fighting
style, but there is an unstoppable and unchallengeable grace to it. This Charm allows the Exalt to
count the successes of a Martial Arts attack using this styles form weapons twice for the purpose
of determining damage. She must spend one mote reflexively in step 7 of attack resolution each
time she takes advantage of this effect. This Charm also allows the character to use improvised
weapons much more effectively. An attack with an improvised weapon is compared to the natural
attack it most resembles, a jab with an object becomes a punch, and swing is a kick, and entangling
a target in an object is a clinch. Any weapon statistic that is inferior to the natural version is
upgraded to the stat of the natural attack, while keeping all the statistics at which it is superior.

Heaven Thunder Hammer

Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-Ok
Minimums: MA 4 Essence 2
Prerequisites: Solar Hero Form

The fury of the Lawgivers scatters their enemies like leaves before a storm. This Charm supplements
a Martial Art attack made with form weapons. It insures the attack throws his enemy backward one yard
for each point of raw damage. Targets that strike hard objects take one die of damage for each yard
they would otherwise have traveled. This damage is usually bashing but can be lethal if the target
strikes a sufficiently dangerous object. At Essence 3 this charm is ungraded. If an object struck with this is hit in sufficient damage to be
destroyed, the Solar may spend one mote to preserve the objects integrity until it reaches the end of
the distance the Charm is sending it. Alternatively if a larger object could have been completely
destroyed this would allow all the force to concentrate on on object sending it flying while leaving
the rest of the object intact. This need not be the piece adjacent to the strike location.

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.