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Solar Hero Style

Complimentary Abilities: This is a natural style to the Solar Exalted, and it's charms are considered Solar charms and follow Solar themes. A Lawgiver can conceive Secret Charms for this Style without the need of a Mastery charm, and other Exalted can never develop a Mastery charm for this particular style.

Solar Hero Style has a single Primary Ability: Brawl.

Weapons & Armor: This is an direct uncompromising style that favors the mundane and artifact versions of the cestus, the fighting gauntlet, the khatar, the tiger claws and the pankrator's cestus as well as any improvised weapon and unarmed punches, and kicks. The solar hero style does not restrict the use of armor.

Heaven Thunder Hammer (Revised, by Plague of Hats)

  Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
  Keywords: Combo-OK, Knockback
  Duration: Instant
  Prerequisite Charms: Solar Hero Form

The fury of the Lawgivers scatters their enemies like leaves before the storm. This Charm supplements an unarmed Martial Arts attack, ensuring the target suffers knockback equal to (raw damage of attack) yards. If the target flies back into another character, they stop but the other character must roll to resist Knockdown (Exalted, p. 152). If the target flying back strikes an inanimate object with 3B soak or less, the object is immediately Damaged and the target flies on. If the target flies back into an object with greater bashing soak, the obstacle suffers no harm but the knocked back target stops and suffers dice of damage equal to the yards untraveled due to the obstacle. This damage is usually bashing unless the obstacle is particularly dangerous, like a spiked wall.

Shockwave Technique (Revised, by Plague of Hats)

  Cost: -- (5m); Mins: Martial Arts 5, Essence 3; Type: Permanent
  Keywords: Counterattack, Obvious
  Duration: Instant
  Prerequisite Charms: Hammer on Iron Technique, Heaven Thunder Hammer, Ox-Stunning Blow, Crashing Wave Throw

When using Heaven Thunder Hammer or Crashing Wave Throw, the martial artist may increase their cost to 5m. In the former case the enhanced attack becomes unblockable. In both cases the Solar aims the flying victim at another valid target in the first target’s path. Only secondary targets within the range of the flight distance described in the Charm in question are valid targets; if the initial victim would fly or fall further the range of this Charm’s effect is not increased.

This is an unblockable, unarmed Martial Arts attack against the second target using an improvised weapon. Its Accuracy is -3 and its base bashing damage is equal to (the lower of the first target’s Strength or Stamina). This secondary attack uses counterattack timing; it can’t enhance a counterattack nor be responded to with a counterattack, and it imposes the usual -1 DV penalty on the martial artist.

Solar Hero Expansions

Thunderclap Rush Attack (Revised)

  Cost: --; (+2m); Mins: Martial Arts, 3, Essence 2; Type: Permanent
  Keywords: None
  Duration: N/a
  Prerequisite Charms: Fists of Iron Technique

This charm permanently enhances it's prerequisite. When the character uses Fists of Iron Technique, he may increase the activation cost by 2m to have her blows rain down on her opponent swifter than lightning. Each attack so enhanced reduces it's Speed by 1 (minimum 3). This charm also reduces the DV penalty of a single attack by 1, or the cumulative DV penalty of a furry by a similar amount, to a maximum of -0 DV.

Mirror Charms

  • Horizon-Hurling Tactic (Mins: Martial Arts 5, Essence 5; Prerequisite Charms: Crashing Wave Throw; Infernals, p. 162) the Solar can terminate a Clinch by throwing her opponent (Martial Arts x 4) miles away. The target takes damage from a terminal velocity fall, as does whatever he lands on, and the charm also causes an area-effect knockback effect.

Solar Charm Cascade Errata (Brawl)

  • Knockout Blow (page 190) has Ox-Stunning Blow for it's Prerequisite, not Solar Hero Form.
  • Fists of Iron Technique (page 242) has a Duration of Instant (One Action). The Solar may choose to inflict either bashing or lethal damage on an attack enhanced with this charm. After the first activation of this charm during your action, additional activations lower the cost by 1m (to a minimum of 0m).
  • You may purchase an upgrade for Sledgehammer Fist Punch, costing 1xp. This permanently upgrades its capabilities so that it and Fist of Iron Technique are considered to be the same Charm for the purpose of Charm Activations and Combos.
  • Heaven Thunder Hammer (page 242) has been extensively revised; see above.
  • Crashing Wave Throw (page 243) is a Permanent Upgrade to Heaven Thunder Hammer. It gives that charm the Clinch keyword, and allows it to enhance a Throw option, extending the distance thrown out (Martial Arts * Strength) yards or half that distance straight up. All other effects are as per the Prerequisite.
  • Ox-Stunning Blow (page 243) inflicts the listed amount of Stunning Damage as its "base damage". This can be further increased with other charms and effects, and by the accumulation of extra successes. Charm-based defenses that provide soak are ignored by this charm, but those that perfectly soak an attack or that reduce its damage function normally.
  • Shockwave Technique (page 244) has been extensively revised; see above.