Solar Hero Expansion

On Break the Storm 

Expanding Solar Hero to encompass more than just brawl concepts begins by giving the style a riff on the greatest martial artist of our time. The intercepting fist seen here will also be repeated in the errata of Crimson Palm Counterstrike, which will subsequently be moved to Throne Shadow Style in the future, along with the other refugees from Sidereal Brawl.” —Ø

Armor-Shattering Strike

Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Supplemental; Keywords: Combo-OK, Obvious, Shaping; Duration: Instant; Prerequisite Charms: Solar Hero Form

Exalted on the field of battle cannot be concerned with such trivia as leather and plate. If an attack supplemented by this Charm successfully strikes a target, any nonmagical armor the target is wearing is immediately destroyed. Heavy armor explodes off the victim’s body in a spray of rivets and plates, while lighter protection produces an eruption of torn leather and flying chain links. Should the attack also actually inflict damage, the Solar may pay an extra mote to immediately cancel all Charms, spells and astrological powers with a duration greater than Instant but less than Permanent which provide the target with increased soak or Hardness as a Shaping effect.

A second purchase of this Charm, at Essence 5+, upgrades its Shaping effect to also force instant loss of attunement to magical armor.

Iron Talon Technique

Cost: 5m, 1wp; Mins: Martial Arts 6, Essence 6; Type: Supplemental; Keywords: Combo-OK, Obvious, Mirror; Duration: Instant; Prerequisite Charms : Dragon Coil Technique

Once a Lawgiver has laid his hand upon an enemy, his wrath becomes inescapable. Even the Primordials learned this, to their sorrow. This Charm may be used to enhance a roll to maintain or gain control of an ongoing grapple, giving it an automatic threshold of one success more than the Solar’s opponent. If another effect contests this one, add (Essence) in extra dice to the resulting roll.

A second purchase of this Charm at Martial Arts 9+, Essence 9+, allows it to be invoked as an inherent ability, which does not count as a Charm activation.

 Solar Hero Supremacy 

Cost: -; Mins: Martial Arts 5, Essence 5; Type: Permanent; Keywords: Mirror, Stackable; Duration: Permanent; Prerequisite Charms: Fists of Iron Technique

The Chosen of the Most High need no esoteric lessons to rock the world back on its heels—their strength and prowess are weapons enough. The Solar’s unarmed attacks automatically stun opponents they strike and damage (see Exalted, p. 153). This stunning effect is cumulative—if a Solar made a three-attack flurry and struck his opponent with all three attacks, his target would suffer a -6 internal penalty until the Solar’s next action.

This is a stand-alone Celestial Martial Arts Charm, which may only be learned by Celestial Exalted.

 Orichalcum Fists of Battle 

Cost: 10m, 1wp; Mins: Martial Arts 6, Essence 6; Type: Reflexive; Keywords: Combo-Basic, Obvious; Duration: One Scene; Prerequisite Charms: Solar Hero Supremacy

The Solar’s fists crash with the sound of thunder as they batter her opponents into submission. The Solar multiplies her Strength by her Essence for the purpose of calculating the raw damage of her unarmed attacks. These attacks ignore hardness.

Wicked Dissolve Dust

Cost: 1m, 1wp; Mins: Martial Arts 7, Essence 7; Type Reflexive (Step 10); Keywords: Combo-OK, Crippling, Obvious; Duration: Instant; Prerequisite Charms: Solar Hero Supremacy

Having already prepared his opponent for her grand defeat, the Solar brings a battle to a thunderous conclusion. This Charm constitutes a monstrous blow which raises a massive cloud of dust and debris on impact, knocking the opponent senseless. The target is rendered Inactive for a number of ticks equal to the post-soak damage dice of the attack (rounded up). Wicked Dissolve Dust may only be activated if the target suffers a stunning penalty (such as from Solar Hero Supremacy) higher than their Stamina rating.

Horizon-Hurling Tactic

Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 5; Type Reflexive; Keywords: Combo-Basic, Knockback, Obvious; Duration: Instant; Prerequisite Charms: Heaven Thunder Hammer

Would the imprisoned Primordials ever imperil Creation, the Solar Hero would tear the green sun from the sky of Malfeas and hurl it as a weapon against them. Until then, it flings screaming reminders of this inevitable doom into the heavens as unwilling heralds. As they tumble and spill their broken innards on the earth, so will molten orichalcum blood splatter the smoking crater of the Yozi's final death.

This Charm may be activated whenever the character releases an enemy from a clinch by throwing her, provided the Solar is capable of lifting that enemy’s weight with a feat of strength. The Exalt hefts her up one-armed into the air and slams her with a thunderous punch from his other hand. The opponent flies up to (Martial Arts x 4) miles away over the course of approximately five minutes and plummets back to earth, impacting the land at terminal velocity to suffer the usual damage and inflict the same damage to the impacted surface (see Exalted, pp. 126-127). Everyone within (the Solar’s Strength x 10) yards of the impact point (including the Solar) must check for knockdown at a difficulty of (the Solar’s Strength). Anyone blasted back by this Charm who is stopped prior to reaching maximum distance still suffers all effects of a terminal velocity impact. Lifted inanimate objects may also be hurled extreme distances with this Charm to the same overall effect.

Break the Storm

Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 2) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Knockout Blow

A Solar’s intercepting fist may even split a bolt of lightning. By paying five motes, the Solar may interrupt an attack made against him with one of his own. This Charm must be activated in step 2. The character rolls a standard unarmed Martial Arts counterattack in Step 6, subtracting her successes from any remaining successes the attacker may have accumulated after comparing his attack to the Solar’s DV. If this reduces the attacker’s strike to 0 successes, the attack misses. The Solar then applies the rolled counterattack to her opponent in Step 9, doing damage as normal if it lands successfully. This counterattack may be used to respond to lethal and ranged attacks, but may not strike an opponent who is out of range, nor may it be used to respond to an unblockable or unexpected attack. An attack negated with this Charm is considered to have been stopped by the Solar’s Parry DV.

Chained Thunder Strike

Cost: 1m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 2) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Break the Storm

Even in chains a Solar may bring an enemy to his knees. This Charm is identical to Break the Storm, but for the following exceptions: the character may only activate this Charm when he is in a clinch he does not control; this attack is unexpected, and may only be made against opponents who are attempting to attack the Lawgiver while he is being grappled. This Charm guarantees the primacy of this strike; even if all his limbs are bound, the Solar will get a limb momentarily free, or otherwise land a crushing headbutt. This attack does not allow him to escape the clinch; he remains under the control of the clinching opponent until he can win control of the grapple. This Charm has a special interaction with Heaven Thunder Hammer. If the target uses a perfect soak effect to block the damage from a combo in which Chained Thunder Strike and Heaven Thunder Hammer have been triggered simultaneously, the force of the Solar’s attack is redirected back through his body at the opponent who is holding him, applying its raw damage to the controlling clincher. If this unexpected attack does damage, both the Lawgiver and the foe clinching him are hurled backwards per the effects of Heaven Thunder Hammer. If they collide with a solid surface, only the Solar’s opponent takes any damage from the collision. Chained Thunder Strike is incompatible with Lightning Strikes Twice.

Stunning Deathblow Evasion

Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Reflexive (Step 2) Keywords: Combo-OK Duration: One action Prerequisite Charms: Dragon Coil Technique

As the Yozis well know, the Lawgivers have a way of turning certain death into a crushing victory. When in a clinch, the Solar may use this Charm in response to an attack being made against her from outside the grapple. Doing so forces the clinching opponent to suffer all incoming attacks for the rest of the action as though those attacks had been directed at him. This Charm may manifest in a number of ways: the Lawgiver is seen to twist out of the path of a daiklave at the last instant, causing it to shear through her captor; the Exalt exerts superior leverage to drag her opponent into a volley of arrows, using him as a shield. In any case, the Solar clearly demonstrates to her foes why they should not touch what they cannot hold.

If used in response to an area-of-effect attack encompassing the Solar and the one grappling her, such as Death of Obsidian Butterflies or a supernatural ice storm, the Solar reduces the effect’s raw damage by half (round up) and adds this amount to the raw damage inflicted on the character clinching her.

This Charm offers no benefits if the Solar is not in a clinch.

Titan-Straightening Method

Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Dragon Coil Technique

To be caught in the grip of an enraged Solar is a terrifying prospect, for their mighty hands may rend even the makers of the universe. The Solar may activate this Charm to enhance a crush action when she has control of a clinch. No matter how large the opponent, the Lawgiver’s strain pulls her foe into the air over her head, where she may shake it violently, causing its bones, organs, limbs—or souls—to smash together, colliding repeatedly as the Solar thrashes her victim like a ragdoll. The Solar re-applies steps 7-10 of attack resolution (Essence + 1) times, repeatedly damaging her victim.

If the target is warstrider-sized or larger, double the raw damage from these attacks. If the target is a landscape-scale or larger (such as Mount Mostath), multiply the raw damage by five. Used against such enormous targets, the Charm becomes Obvious.

Teahouse-Shattering Symphony

Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3; Type: Extra Action

Keywords: Combo-OK

Duration: Instant

Prerequisite Charms: Hammer on Iron Technique

To provoke the ire of a Lawgiver is to bring down the thunder. Upon paying the activation cost of this Charm, the Solar may make up to (Dexterity x 2) attacks against a single opponent or (Dexterity / 2, round up) attacks against all opponents within (Dexterity) yards, contingent on the following factors: the Solar must make each attack with a different improvised weapon; the Solar seizes and swings a different object with each attack; each improvised weapon may not be reused during the tick these attacks occur on; the Solar may only use objects within (Dexterity) yards; and only objects the Storyteller deems the Solar can lift and swing may be employed. Upon a successful hit, every character struck with this Charm must roll (Dexterity + Athletics) at difficulty 2 or suffer knockdown. In addition, suitably large objects (such as banquet hall tables, wooden beams, or temple pillars, subject to the Storyteller’s discretion) may be used to strike all opponents within (Dexterity) yards, even when the character has chosen only one target for this Charm; if he has chosen multiple targets, this attack does not reduce the number of attacks he may make against each target singly. Lastly, if the Storyteller deems there are no objects for the Solar to wield, this Charm may not be used, and if the Solar runs out of appropriate props to attack with, the Charm ends prematurely. All objects wielded with this Charm are considered to have accuracy +1 in spite of their improvised status. The first unwitting victim of this Charm was a Lunar stalker who offended a Solar in an emporium of musical instruments.

 Shadow Foot Trap 

Cost: 2m; Mins: Martial Arts 3, Essence 3; Type: Reflexive (Step 1) Keywords: Combo-OK, Martial, Obvious Duration: Instant Prerequisite Charms: Dragon Coil Technique

Before the Solar Exalted, light could only chase shadow; due to the Lawgivers, it may capture it as well. This Charm may enhance a Martial Arts attack. The character lashes out at his target’s shadow, pinning it to the ground, a wall, a tree or other immobile scenery; this attack is unblockable and undodgeable without the use of magic. When pinned in such a way, the victim is trapped within a yard of his shadow until he is able to pull it free, a feat requiring a miscellaneous (Strength + Athletics) roll at a difficulty of the Solar’s (Martial Arts rating x 2). The successes gained on multiple attempts to pull free are added together cumulatively, but the target may make only one such attempt per action. While rooted, the target may not be moved by knockback effects; if knocked back, such as by Heaven Thunder Hammer, the target is considered to strike a hard surface after traveling only one yard.

Martial: Archery, Melee, Thrown

Dome-Shattering Smite

Cost: —; Mins: Martial Arts 3, Essence 3; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Heaven Thunder Hammer

The Solar’s might is such as to knock a star from the sky or place one into orbit. This Charm permanently enhances its prerequisite, adding an additional (Essence x 5) yards to the distance a target can be launched on a successful hit, as well as allowing the character to use Heaven Thunder Hammer to launch a foe straight up. The rules for targets impacting with solid objects as a result of this Charm remain otherwise unchanged, though it is worth noting that what goes up must come down; it is entirely possible an opponent might be smashed into a high ceiling and then have to contend with falling damage.

Lightning Strikes Twice

Cost: — (2m, 1wp); Mins: Martial Arts 4, Essence 4; Type: Permanent Keywords: Martial, Native, Obvious Duration: Permanent Prerequisite Charms: Dome-Shattering Smite

This Charm offers a permanent upgrade to Heaven Thunder Hammer and Crashing Wave Throw. On a successful knockback or throw using either of those Charms, while the target is still hurtling towards its doom but before they have collided with a solid object, the Solar may pay two motes and one Willpower, activating Lightning Strikes Twice to make a second attack against his opponent. Doing so cancels the collision effect of those Charms, but allows the Solar to make an unexpected attack against the target, taking advantage of its helpless flight. The Solar flashes instantly across the distance from the ground to his hurtling foe, appearing alongside his opponent to make this attack, automatically intercepting his target on the last instant before any collision with scenery or natural termination of the target’s flight could possibly occur. When using Archery or Thrown to make this unexpected attack, the Solar need not personally follow the target. Instead, his ranged attack flashes into position beside the target before completing the attack, ignoring the weapon’s Range value. Lightning Strikes Twice may not be triggered more than once on a single tick against a single target.

Martial: Archery, Melee, Thrown

Split the Chase

Cost: —; Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Native, Obvious Duration: Permanent Prerequisite Charms: Lightning Strikes Twice

This Charm permanently enhances its prerequisite. Upon an activation of Lightning Strikes Twice, the Solar’s Charm use for that action is reset. That is, he still makes an unexpected attack, but he may choose to activate a new Charm or Combo to enhance that unexpected attack in order to further devastate his target. Split the Chase also expressly allows the Solar to activate Lightning Strikes Twice a second time against a single target on a single tick, provided he uses the chase effect of Lightning Strikes Twice to make a second Martial Arts attack, as opposed to an attack using another combat Ability. Split the Chase may not be triggered more than one time on a single tick against a single target.

Flicker-Fade Recursion

Cost: — (+2m); Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Native, Obvious Duration: Permanent Prerequisite Charms: Split the Chase

Save for its activation cost, this Charm is identical to Split the Chase, permitting the Solar to pay two motes to reset his Charm use again during his second Lightning Strikes Twice, and follow it up with a third Lightning Strikes Twice if Martial Arts is used to make an unexpected attack. Flicker-Fade Recursion may not be triggered more than one time on a single tick against a single target.

Solar Combination

Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Extra Action Keywords: Combo-OK, Stackable Duration: Instant Prerequisite Charms: Hammer on Iron Technique

Moving with incomparable speed, the Solar may snap out multiple strikes in a single motion, defying all notions of having any peer. Though Solar Combination is an Extra Action Charm, the Solar makes only a single Martial Arts attack roll. On a successful strike, the Solar is seen to strike his foe (Essence) times. For each of these blows, the target suffers a -1 internal penalty until the Solar's next action. This attack ignores armor and natural soak, but may be soaked with magic. While the target only takes damage from a single attack roll, any Charms used in conjunction with Solar Combination which cause stunning (see Exalted, p. 153) have their effects applied to each strike incurred by this Charm. The character pays the activation cost of such Charms only once to benefit from Solar Combination's modifier, as if they were applying it to a single attack, rather than an Extra Action effect. At Essence 7+ Solar Combination may be used as a Supplemental Charm.

Hewer-Sharpened Fist

Cost: 1m; Mins: Martial Arts 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Martial-ready, Mirror (Agony’s Crucible Strike) Duration: Instant Prerequisite Charms: Fists of Iron Technique

The idea that he can be harmed exhilarates the Solar Hero, honing his attacks with renewed will to win. This Charm may enhance a Martial Arts attack, adding the Solar’s current wound penalty in dice to the attack’s Accuracy rating. This bonus does not count as dice added by a Charm. If Solar Hero Form is active, Hewer-Sharpened Fist does not count as a Charm activation.

Martial-ready: Archery, Melee, Thrown.

Bloodied King Rebuke

Cost: 1m; Mins: Martial Arts 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Martial-ready, Mirror (Ragged Shade’s Revenge) Duration: Instant Prerequisite Charms: Hewer-Sharpened Fist

The idea that he might actually die invigorates the Solar Hero, turning his fading life into renewed strength with which to strike down his enemies. This Charm supplements a Martial Arts attack, adding twice the Solar’s current wound penalty to the attack’s raw damage. If Solar Hero Form is active, Bloodied King Rebuke does not count as a Charm activation.

Martial-ready: Archery, Melee, Thrown.

Hero’s Fatal Resolve

Cost: —; Mins: Martial Arts 4, Essence 3; Type: Permanent Keywords: Native, Overdrive Duration: Permanent Prerequisite Charms: Solar Hero Form

The Solar Hero’s lot is to stand against the forces of evil. All of them. Often a Solar cannot pick where or when these battles must be fought. This Charm creates a new Essence pool capable of storing up to ten motes of Peripheral Essence for the Solar, in accordance with the Overdrive Keyword. Whenever an opponent rolls Join Battle, the Solar experiences a surge of adrenaline which adds a number of motes equal to (half the opponent’s Essence, rounded up) to this temporary pool.

One With the Wave

Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Crashing Wave Throw

In a moment of pristine stillness, the Solar’s inner eye opens. Caught between calm and storm, she becomes the channel through which all forces flow, and that which would tear her asunder is cast aside. When the character is struck by a close-range attack, she may activate this Charm to make an unarmed Martial Arts counterattack against her opponent—specifically, a clinch attempt. If successful, the Lawgiver melds the course of her opponent’s attack into a throw to the ground or a solid surface within up to (Martial Arts x 5) yards, inflicting the pre-soak damage of the attack which triggered this Charm upon the unlucky opponent.

Alternately, the Lawgiver may choose to hurl her victim at another foe within range of the throw. This is modeled as a second (Dexterity + Martial Arts) attack with a base damage equal to the raw damage of the attack which triggered One With the Wave.

At Essence 4+, the Solar may use One With the Wave to respond to successful ranged attacks using physical projectiles. In this case she appears to be scathed by the missile, curling along the angle of the shot to pluck it from the air and whip it back at her opponent. This (Dexterity + Martial Arts) counterattack has a range of the Solar’s line of sight and a base damage equal to the attack’s raw damage against her. At Essence 5+, the Solar may use One With the Wave to answer energy-based attacks, channeling them directly through her body and back at her enemies.

Daunting the False Savior

Cost: 5m; Mins: Martial Arts 5, Essence 4; Type: Reflexive Keywords: Combo-OK Duration: One action Prerequisite Charms: Solar Hero Form

Solars of the Dawn Caste are the greatest of all warriors, capable of feeling the truth of a foe’s conviction in the spirit of his attacks. A hand that lies has no strength over the Lawgiver, and only the truest salvos may strike the Solar Hero. A character activating this Charm modifies his opponent’s attacks. For one action, all attacks against the Exalt suffer an internal penalty equal to the difference between the Ability being used and the lowest of the attacker’s Archery, Martial Arts, Melee and Thrown ratings. Daunting the False Savior must be activated while the character is using a Form-type Charm and may expressly enhance any Form-type Charm the character knows. The Sidereal Exalted employ an identical Charm called Eyes Toward an Ending, whose prerequisite is Throne Shadow Form.

Sun-Suffusing Slag

Cost: 5m; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 1) Keywords: Combo-OK, Crippling, Martial, Obvious, Stackable Duration: One action Prerequisite Charms: Solar Hero Form

It is within the skill of the Solar Exalted to sear the souls of their lessers with a taste of true power. Those so enlightened are rarely ever the same again. This Charm supplements all Martial Arts attacks the Solar makes while it is active. On a successful strike, the character’s anima irradiates the target, suffusing her Essence pathways with a constricting flow of overwhelming Solar Essence. Every time the target is struck with this Charm, the activation cost of her next Charm rises by two motes to a maximum surcharge of the Solar’s Essence rating. In addition, the next Charm with a Flaw of Invulnerability that the target wishes to activate costs an additional one Willpower. If two or more Solars strike the same target with Sun-Suffusing Slag, the mote surcharge on her Charms may only be increased to the rating of the highest-Essence Solar to strike her; individual lower-Essence Solars may not exceed their own Essence maximums for the purpose of stacking this surcharge. Furthermore, the Willpower surcharge to Charms possessing a Flaw of Invulnerability incurred by this Charm is never stackable. Exalts other than Solar Exalted who are continually struck with Sun-Suffusing Slag begin to exhibit Solar anima bleeding through their own anima displays as they continue to expend Essence in order to expel the Solar’s irradiating influence.

Martial: Archery, Melee, Thrown

World-Rupturing Blow

Cost: — (1m per yard); Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Obvious Duration: Permanent Prerequisite Charms: Heaven Thunder Hammer

The Solar’s might is like a black hole, having gravity sufficient to crush worlds with his fist. This Charm permanently enhances its prerequisite. On a successful strike with Heaven Thunder Hammer, the character may choose to spend up to his Strength rating in motes for the purpose of subtracting yards from the distance his target would have flown, to a minimum of zero yards. This creates a well of force which sucks the victim in, preventing him from being launched away as the Solar visibly strains against his own might, gathering a terrible force which spills out into the surrounding landscape, shattering scenery and fracturing air at the motonic level. This moment of devastating collision cannot last. A blast tears through his victim as the Solar completes his attack. The target is ripped away with the force of a hurricane and hurled across the landscape. Multiply the number of reduced yards by three and convert them into automatic damage. Add (Essence) to the number of yards which remain from the effects of Heaven Thunder Hammer for calculating the total distance the target will fly after breaking the Solar’s inertia. These extra yards are treated exactly as those accumulated by this Charm’s prerequisite. The target suffers any impact with scenery as per the rules of Heaven Thunder Hammer.

Break Through the World

Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 5; Type: Reflexive (Step 1) Keywords: Combo-OK, Native, Obvious Duration: Instant Prerequisite Charms: Sledgehammer Fist Punch

The loftiest works of men, gods, and Primordials alike are as dust before the fury of the Solar Exalted. This Charm supplements an unarmed Martial Arts attack directed against a nonmagical structure. The Solar ignores the structure’s soak, hardness, and health levels, and automatically destroys a volume of the structure encompassing (Essence x 10) yards from the point of the attack’s impact, distributed as the player sees fit. At Martial Arts 6+, Essence 6+ this Charm may be activated for a cost of ten motes, one Willpower to encompass a volume of (Essence x 50) yards. This tends to cause palaces to collapse, city walls to crumble, and the sides of mountains to cave in. At Martial Arts 7+, Essence 7+ this Charm may also be applied to non-imperishable magical structures.

Cancel the Apocalypse

"On Cancel the Apocalypse

''If you came this far into Solar Hero Style, you are obviously the most bad-assed character ever in Exalted. Unfortunately, Solars don’t hurl thunderbolts. Fortunately they don’t have to. Express your disapproval of a Deathlord’s machinations by turning his favorite deathknight into a starbolt and hurling him through the Deathlord’s front door.”—Ø''

Cost: — (+5m); Mins: Martial Arts 5, Essence 5; Type: Permanent Keywords: Obvious Duration: Instant Prerequisite Charms: Crashing Wave Throw

This Charm offers a permanent upgrade to Crashing Wave Throw, allowing the Charm to throw victims an additional (Martial Arts x 10) yards upward and (Martial Arts x 20) yards horizontally.

In addition to this benefit, by paying an additional five motes upon activating Crashing Wave Throw, the character may further enhance the effect of the Charm. The Solar violently swings his victim through the air until they blaze like the aura of a re-entry. Charged by the Solar’s wrathful judgment, the victim is turned into a missile upon release, and may be aimed at further targets of the Lawgiver’s animosity. In addition to the normal effects of Crashing Wave Throw, where the victim lands, the blazing Essence of the Solar’s wrath detonates like a bomb: the victim and all other unfortunates within (Solar’s Essence x 2) yards are subjected to a one-time environmental damage effect with Damage 10L, Trauma 3. This damage is multiplied by five against objects and structures. The Solar’s killing intent fuels this Charm’s explosive effect, and so it may not be used to turn willing allies with perfect soak effects into impromptu artillery, nor may it be used on objects or inanimate corpses. It also may not be used on extras.

Cast Down Stars Condemnation

Cost: — (+10m, 1wp); Mins: Martial Arts 6, Essence 6; Type: Permanent Keywords: Obvious Duration: Instant Prerequisite Charms: Cancel the Apocalypse

A Lawgiver who suffers the works of the wicked is not patient, only busy. Cast Down Stars Condemnation makes a Solar’s feelings known—in the form of absolute destruction unleashed. This Charm permanently enhances its prerequisite; upon activating it, the Solar may pay an additional ten motes, one Willpower for the following benefits: First, double the raw damage the target suffers from colliding with an object. Next, increase the base environmental damage produced by the victim’s impact detonation to 20L. Finally, upon impact the victim plows through scenery like a falling star, shattering the landscape and creating a massive explosion while his body digs a gigantic trench in the earth or bowls through towers, devastating a skyline. In addition to the enhanced base damage of Cancel the Apocalypse, all non-artifact scenery within (Solar’s Essence x 100) yards of the victim’s point of impact takes an arbitrary amount of damage sufficient to destroy it. The Storyteller may describe this destruction as multiple explosions that level a city, massive shockwaves that flatten a forest, terrifying implosions that leave a mountainside a smoking crater, and so forth. This Charm may not be used if the hurled opponent’s Essence rating is lower than 4.

Sky Breaker Throw

Cost: 7m, 1wp; Mins: Martial Arts 6, Essence 6; Type: Reflexive (Step 9) Keywords: Combo-OK, Counterattack Duration: Instant Prerequisite Charms: Horizon-Hurling Tactic, One With the Wave

For the most part, the Solar Hero is a picture of gentility. However, the ill-timed flailing of an assassin or a Yozi with poor table manners may catch a Lawgiver in the worst of moods. The Solar may activate this Charm to make an unarmed Martial Arts counterattack in response to a successful close range attack. On a successful counterattack, rather than inflicting damage, the Solar automatically throws his opponent 100 yards for every die of pre-soak damage on the attack that triggered Sky Breaker Throw, inflicting appropriate falling damage on impact. If the attack exceeds 20 pre-soak dice, Sky Breaker Throw hurls the opponent ten miles. If the Solar uses Sky Breaker Throw to respond to an attack inflicting 30+ pre-soak damage, the Solar may fling his opponent from his position half the distance across Creation.

Against an attack of 50+ raw damage, the range of the throw becomes infinite, allowing the character to designate a fitting location for his foe to touch down. For example, the Solar may choose to bounce his victim off the tip of the Imperial Mountain, in which case the target is catapulted to one of the far ends of Creation. Alternately, the character may express his displeasure by hurling his victim into the heart of the sun. If the Solar is particularly wroth however, he may fling his foe out into the stars, where his victim smashes through an unseen layer of Creation and comes screaming down over the brass skyline of Malfeas to leave a crater in the street. Any impact triggered by a throw of 20 or more pre-soak dice carries a penalty of arbitrarily high damage, sufficient to kill on impact. Due to a peculiarity in the distance between Creation and the Demon City, if the Lawgiver’s victim survives being slammed into Malfeas, he will be unable to move from his crater of impact for five days, until time has caught up with him. Being targeted with a social or physical attack causes time to catch up with the character, allowing him to rise and act as normal. The player and Storyteller may work together to come up with additional interesting results for a throw of this magnitude. Note that Sky Breaker Throw requires that the victim be hurled into a specific location; the player may not choose to throw his victim into a limitless vacuum of empty space or send them infinitely sailing across the Wyld.

When used in realms other than Creation, Sky Breaker Throw may not be used to throw opponents into Creation save through stable passage points (such as a shadowland during the day, or an open portal between Creation and Autochthonia; under no circumstances may a Yozi be hurled out of Malfeas). Players should work with their Storyteller to define new and interesting parameters for a victim’s landing inside of their current realm. Possibilities include, while fighting in the Underworld, banking the First and Forsaken Lion off the well of Stygia and into the maw of Oblivion; or while in Malfeas, throwing Ligier down Isidoros’s throat.

This Charm’s magic will not function without the Solar channeling his retributive fury into it; as such, it may never be used for the purpose of intentionally facilitating rapid transportation, rather than acting as a weapon.