Solar Hero Style

For Referrence See Cascades

This is slightly modified version of the NGR Military Unarmed Combat Cascade

  • Added a Trip Action
  • Added a snap attack cascade
  • Made Round House Kick more equitable to Front Kick by adding 1 damage.

Aside from these changes, the Style is identical to NGR. (Though I changed the name of the moves to reflect the Solar Origin)

Combat Actions

  • Adamantine Fists of Battle (+1): Essence coalesces around the character’s hands, suffusing them with enormous destructive power. [Modified Round Kick]
  • Fists of Iron (0): The Solar infuses his hands with the strength of his Essence. [Knife Hand]
  • Crushing Wave Throw (No Damage): The fury of the Lawgivers scatters their enemies like leaves before the storm. Lifting the opponent in a great show of might and tossing them away like twigs. This move does no damage, but if your attack is successful, engage in an Agility Feat Contest with your opponent. If you succeed at all, he is on the ground and will have to spend an Action getting back up again. [Trip]
  • Dragon Coil (-1, Entangle): The clinch of the Lawgivers does not fail. The Solar’s grip is inexorable, and she may, if she chooses, squeeze the life from the strongest opponent. This is an entangling attack, used to subdue an opponent or just to cause him a lot of pain. [Lock]
  • Draw Weapon: This move is not an attack and does no damage. Instead, make a Challenging Agility Feat Test, using the listed Test Penalty. If successful, the Character may draw a weapon and use it next turn.
  • Ox-Stunning Blow (-1): Standard Punch [Hand Strike]
  • Pounding Hammer of Devastation (0): This is powerful punch that may knock an opponent away or down. If your attack is successful, engage in a Strength Feat Contest with your opponent. If you succeed by less than five points, he is pushed away one to five feet (half a die). If you succeed by five points or more, he is knocked to the ground and will have to spend an Action getting back up again. [Front Kick Action]

Special Cascade

  • Thunder Rush Attack (-2, Go First): When the Solar Exalt strikes, he is swifter than lightning. This attack takes place of normal Fighting Action. It has a damage Penalty of -1 die but halves the Multiple Action Penalty (rounded up) for an cascade consisting solely of Thunder Rush Attacks. If the attack is the only action for the turn the Solar automatically wins Initiative, should this come into conflict with another Go First Effect then resolve initiative amongst the Go First Individuals.
    • 2 Thunder Rush Attack Cascade will be at -1, 3 will be at -2, 4 will be at -3, 5 will be at -4, etc.

Two Action Cascades (Solar Hero Style)

Action 1 Action 2
First of Iron (-1)
First of Iron (-1)
Dragon Coil (-1)
Action 1 Action 2
Pounding Hammer of Devastation (0)
First of Iron (-2)
Draw Weapon (0)

Three Action Cascades (Solar Hero Style)

Action 1 Action 2 Action 3
Fists of Iron (-2)
Fists of Iron (-2) Ox-Stunning Blow (-4)
Dragon Coil (-1)
Action 1 Action 2 Action 3
Fists of Iron (-2) Adamantine Fists of Battle (-4) Pounding Hammer of Devastation (-2)
Action 1 Action 2 Action 3
Fists of Iron (-4) Pounding Hammer of Devastation (-2) Draw Weapon (-2)
Action 1 Action 2 Action 3
Ox-Stunning Blow (-4) Fists of Iron (-2) Crushing Wave Throw (-2)
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License