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===KNOCKOUT BLOW=== '''p. 190 ''', Exalted 2nd Core : '''Cost''': 4m, 1wp : '''Mins''': Martial Arts 4, Essence 2; : '''Type''': Supplemental : '''Keywords''': Combo-OK, Crippling, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Solar Hero Form :: Solar Exalted with this Charm can topple even behemoths with a single punch. This Charm supplements an unarmed Martial Arts attack. This Charm takes effect if the attack hits and inflicts even one health level of damage. If [damage successes x Exalt’s Essence] is greater than the target’s remaining health levels, this Charm knocks the target unconscious, and the target remains so for a scene. ====SOLAR HERO FORM==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 6m : '''Mins''': Martial Arts 4, Essence 2 : '''Type''': Simple : '''Keywords''': Form-type, Obvious : '''Duration''': One scene : '''Prerequisite Charms''': Sledgehammer Fist Punch, Dragon Coil Technique :: The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned. There is nothing formal to this fighting style, but there is an unstoppable and unchallengeable grace to it. This is an honest battle art, for champions, gladiators and heroes. It was forged in the dawning of the world so that the Lawgivers could face the greatest monsters with nothing save their hands and skill and be undaunted by them. :: This Charm allows the Exalt to count the successes of unarmed Martial Arts attacks twice for the purposes 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 make an unarmed Martial Arts block against ranged and lethal attacks without a stunt. ====SLEDGEHAMMER FIST PUNCH==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Supplemental : '''Keywords''': Combo-OK, Obvious : '''Duration''': Instant : '''Prerequisite Charms''': Fists of Iron Technique :: This Charm is also called the “Pillar-Breaking Blow.” The Lawgiver’s anima flares, and he strikes like the judgment of Heaven. This Charm supplements an unarmed Martial Arts attack against an inanimate object, doubling the raw (pre-soak) damage of the attack. ====DRAGON COIL TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 3m : '''Mins''': Martial Arts 3, Essence 2 : '''Type''': Reflexive (Step 1) : '''Keywords''': Combo-OK : '''Duration''': Until next action : '''Prerequisite Charms''': Fists of Iron Technique :: 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 Charm makes clinch crush damage lethal. This Charm also adds the Solar’s Essence in dice to the dice pools to inflict, maintain and control a clinch. It also adds the character’s Essence to the damage of clinch crush attacks. This Charm cannot be placed in a Combo with extra-action Charms. ====FISTS OF IRON TECHNIQUE==== '''p. 242 ''', Exalted 2nd Core : '''Cost''': 1m : '''Mins''': Martial Arts 2, Essence 1 : '''Type''': Supplemental : '''Keywords''': Combo-OK : '''Duration''': Instant : '''Prerequisite Charms''': None :: The Solar infuses her hands with the strength of her Essence and strikes like the Unconquered Sun. This Charm enhances an unarmed Martial Arts attack, improving its Accuracy by one and its Damage by two and making its damage lethal. The Solar can parry lethal hand-to-hand attacks without a stunt until his next action.
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