StarJaunter/SolarHeroStyle
Contents
Solar Hero Style
Notes
This Style is my personal take on Solar Hero, but it borrows and steals a lot of ideas and Thematics
from Black Paper Moon and Inugami (Tornado Wolf). I really appreciated their ideas because it helped
me visualize how a Solar should fight and create charms to back it up. Thanks!
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 actions 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 part of an 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 an 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 it stops the attack. Blocking lethal weapons requires another charm or stunt.
Any leftover successes after stopping the 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 moves 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. The bonuses of the first version of this charm still apply to perfect version. This charm may
be stopped by perfect defenses before clinch is made but only another perfect clincher, or a perfect
clinch breaker may escape it. 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 gives 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 the Solar must choose to 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 have 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 knot 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.
Comments
Yes I was watching Kung-Fu Panda when I thought of some of these, on top of inspiration from Inugami. StarJaunter