Difference between revisions of "TheKawaiiEdition/HolyThiefCharms"

From Exalted - Unofficial Wiki
Jump to: navigation, search
(should that be simple, or speech?)
(*My goof, fixed)
Line 598: Line 598:
 
* <b>Cost: </b>  5 motes
 
* <b>Cost: </b>  5 motes
 
* <b>Duration: </b>  Instant
 
* <b>Duration: </b>  Instant
* <b>Type: </b>  Simple
+
* <b>Type: </b>  Speech
 
* <b>Minimum Thrown: </b>  4
 
* <b>Minimum Thrown: </b>  4
 
* <b>Minimum Moe:</b>  3  
 
* <b>Minimum Moe:</b>  3  
Line 663: Line 663:
 
===== Comments: =====
 
===== Comments: =====
 
Should that 'Simple' be there for Flower to Flower method? <br> -- [[Darloth]]
 
Should that 'Simple' be there for Flower to Flower method? <br> -- [[Darloth]]
 +
: It should be Speech.  My goof.  --[[JohnBiles]]

Revision as of 16:58, 24 March 2006

Holy Thief Charms

(Charm Types as per charm guide on main Kawaii Edition Page. The five basic charms of each tree are described below.

Athletics, Dodge, Larceny, Stealth, Thrown are the five specialties of the Holy Thieves.

The Basic Charms

  • Basic (Ability) Prana 1/1
    • Expert (Ability) Method 2/2
      • Companion (Ability) Technique 3/3
      • Specialist (Ability) Technique 3/3
        • Master of (Ability) 4/4

Basic (Ability) Prana

  • Cost: 1 mote / 2 dice
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 1
  • Minimum Moe: 1
  • Prerequisite Charms: None

Add one die for every mote spent to any pool of this Ability, to a maximum of the Magical Girl's Ability. This can be used to build defensive pools with an appropriate combat ability, from a base of zero dice. (IE, it can be used to buy a dodge or parry as appropriate.)

Expert (Ability) Method

  • Cost: 1 mote / 2 dice, +1 / target beyond the first
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic (Ability) Prana

The Magical Girl augments up to her Ability worth of people's pool in an Ability by two dice for every mote spent to a limit of her level in the Ability.

Further boosters cascade off this which increase the size of the group you can affect.

Companion (Ability) Technique

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

Having failed at an action or just unsatisfied with it, the Magical Girl can choose to re-roll her failure in hopes of a better result.

Specialist (Ability) Technique

  • Cost: 2 motes / success
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Ability: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert (Ability) Method

The Magical Girl can convert specialty dice on a roll with the relevant Ability to successes at a cost of 2 motes per auto-success.


Master of (Ability)

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Ability: 4
  • Minimum Moe: 4
  • Prerequisite Charms: Companion (Ability) Technique

The Magical Girl can reroll any check in this ability once, for the duration of a scene. She must take the second result if she chooses to reroll.


Magical Girl Athletics Cascade

  • Basic Athletics Prana 1/1
    • Expert Athletics Method 2/2
      • Companion Athletics Technique 3/3
      • Specialist Athletics Technique 3/3
        • Master of Athletics 4/4
    • Backdraft 3/2
      • Howling Wind Spring 4/3
    • Cunning Feet 3/2
    • Straw in a Hurricane 3/2
      • Tornado Strike 4/3
    • Updraft 2/2
      • Hang Time 4/2
        • Gently Wafting Feather 5/2
        • Wind Road 5/3
        • Wings of Air 5/3
    • Wind At My Back 3/2
    • Wind Hands 3/2

Backdraft

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Athletics Prana

Propelled by a strong wind, the Magical Girl enhances her running speed by a multiple equal to her Moe.


Howling Wind Sprint

  • Cost: 6 motes
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Backdraft

The Magical Girl is carried 10*Moe yards in a single round by a howling wind.


Straw in a Hurricane

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Athletics Prana

The Magical Girl accelerates her fist with the speed of mighty winds, in order to break something more effectively. She adds her Athletics to her Strength + Athletics for a feat of strength relating to breaking things.


Tornado Strike

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Straw in a Hurricane

The Magical Girl imbues her fist or foot with the shattering power of a tornado. When breaking something, she rolls her willpower three times and takes the best roll.


Updraft

  • Cost: 1 mote
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Athletics Prana

An updraft fills your skirt as you leap, carrying you higher and further. Multiply your base jumping distance by your Moe for one leap.


Hang Time

  • Cost: 3 motes
  • Duration: Athletics Turns
  • Type: Reflexive
  • Minimum Athletics: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Updraft

The winds now waft you upward more powerfully. Having leaped upwards, you can remain suspended in the air for your Athletics in turns.


Gently Wafting Feather

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Athletics: 5
  • Minimum Moe: 2
  • Prerequisite Charms: Hang Time

Regardless of how far you fall, an updraft catches you before you hit and slows your fall to the gentleness of a slowly tumbling feather, so you land, taking no damage.


Wind Road

  • Cost: 2 motes/target, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Athletics: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Hang Time

Focusing winds, the Magical Girl creates a walkway of wind for up to her Wits + Athletics targets. This road must be straight, but can angle up or down or go level, allowing those on it to walk on the air along the chosen route, which can be up to Moe * 10 Yards long.

Wings of Air

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Athletics: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Hang Time

You can now command the winds to waft you about, enabling you to fly at your base movement rate.


Wind at my Back

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Athletics Prana

Helpful winds create the ideal weather conditions for an Athletics task, removing all environmental penalties from an Athletics action.


Wind Hands

  • Cost: 1 mote
  • Duration: Instant
  • Type: Subtle / Mental
  • Minimum Athletics: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Athletics Prana

The Magical Girl crafts magical hands out of air which can be used as part of an athletics action without having to use her real hands, freeing them up for other activities. For example, one could make an athletics check to cling to a ceiling using the wind hands, while remaining armed with weapons in one's hands.

Magical Girl Dodge Cascade

  • Basic Dodge Prana 1/1
    • Expert Dodge Method 2/2
      • Companion Dodge Technique 3/3
      • Specialist Dodge Technique 3/3
        • Master of Dodge 4/4
      • Wind Shielded Fangs 3/3
    • Limbo Defense 3/2
      • Couples Dancing Dodge 4/2
      • Far Wafting Defense 4/3
      • Wind Shear 4/3
    • Whirlwind Arrow Defense 4/3


Wind Shielded Fangs

  • Cost: 1 mote / 2 dice, +2 / 5 targets beyond the first
  • Duration: One Scene
  • Type: Speech
  • Minimum Dodge: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Expert Dodge Method

Winds surge around those protected by this charm, pushing them out of the way of hostile attacks. Most commonly learned by officers of the Scarlet army, this charm allows the Magical Girl to boost her own Dodge pools for a scene and those of 5 people (a Fang) for every mote she spends on the charm, to a limit of her Dodge worth of Motes. She increases the Dodge pools by 2 for every mote she spends, to a limit of her Dodge.

Similar charms exist which further extend the number of people affected by a factor of 5 at each higher level of Moe. (And add 1 to the cost at each step.) The highest is the Moe 7 charm, Wind Shielded Legions, where you can augment 3,125 people for every 6 motes invested. Though only a truly obsessive dodge monkey would go that far...


Limbo Defense

  • Cost: 3 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dodge: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Dodge Prana

The Magical Girl wiggles and contorts like someone limboing under a pole, moving with the freedom of the wind. This allows a dodge at full dice pool without the necessity of moving from where she is, or even if she is completely immobilized. (But not if she's asleep.) This charm negates any pain or immobility penalties to dodging.

Couples Dancing Dodge

  • Cost: 5 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dodge: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Limbo Defense

The Magical Girl moves in a burst of speed, carried by a friendly wind, sweeping her chosen target into a dance pose and quickly dancing with them. The target may dodge an incoming attack with the Magical Girl's full dice pool. The beneficiary may use his or her own charms to boost this die pool.


Castling

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dodge: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Couples Dancing Dodge

Winds yank the chosen target and the Magical Girl, swapping their positions before an attack on the chosen target is resolved. The chosen target must be within 10*Moe yards of the Magical Girl. The Magical Girl must dodge the attack aimed at the chosen target, but gains a full dice pool, which can be raised with other charms. If the incoming attack can't be dodged, the charm still interposes the Magical Girl and removes the target, but the Magical Girl is out of luck for dodging it herself unless she has a perfect dodge charm to use.


Far Wafting Defense

  • Cost: 5 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dodge: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Limbo Defense

Powerful Winds try to carry the Magical Girl away from harm. This allows a dodge at full dice pool against an attack. If it succeeds, the Magical Girl is carried up to 10*Moe in feet away before any further attacks on her can be resolved.


Wind Shear

  • Cost: 4 motes
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Dodge: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Limbo Defense

The Magical Girl may activate this charm upon making a successful dodge. Her foe must roll Strength + Athletics, beating her dodge successes, or else winds shove them along their line of attack at high speed a distance equal to 10*Moe yards. If they collide with anything solid, they suffer falling damage. They also end up prone at the end of the effect.

Whirlwind Arrow Defense

  • Cost: 5 motes
  • Duration: one Scene
  • Type: Speech
  • Minimum Dodge: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Basic Dodge Prana

The Magical Girl spins like a tornado, stirring up a whirlwind. She adds her Dodge to the difficulty of any attempt to hit her with a projectile, and the difficulty to strike her in hand-to-hand increases by 1. However, the winds also add her dodge to the difficulty of any attempt by her to use ranged weapons; they do not affect her hand-to-hand.


Magical Girl Larceny Cascade

  • Basic Larceny Prana 1/1
    • Expert Larceny Method 2/2
      • Companion Larceny Technique 3/3
      • Gang of Thieves 4/2
        • Honor Among Thieves 5/3
        • Fraudulent Confession 5/3
      • Specialist Larceny Technique 3/3
        • Master of Larceny 4/4
    • It Takes a Thief 3/2
      • Trap-Springing Bait Prana 4/2
        • Pass Unharmed 5/3
    • Spying Winds 3/2
      • Crime Oversight Method 4/3
    • Wind Tools 2/2
      • Unstoppable Thieving Instinct 3/3

Gang of Thieves

  • Cost: 2 motes + 1 mote / target
  • Duration: one Scene
  • Type: Speech
  • Minimum Larceny: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Expert Larceny Method

Winds bear messages between all those under this charm, improving the group's overall effectiveness as thieves. So long as they remain within 10*Moe yards of each other, they may communicate back and forth with each other without anyone else over hearing them. Furthermore, they sense if any other member of the gang is in danger or needs help. If cooperating on a Larceny task while this charm is running, each member of the gang scores one extra success on any Larceny checks.


Honor Among Thieves

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Larceny: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Gang of Thieves

Reaching out with the winds as her hands and eyes and ears, the Magical Girl may roll her full Larceny pool and add the successes to those scored by an ally within 100*Moe Yards, even if cooperation would normally be impossible. (Though she will need some way to know the ally needs help if out of line of sight...)


Fraudulent Confession

  • Cost: 3 motes, 1 WP
  • Duration: Larceny Scenes
  • Type: Speech
  • Minimum Larceny: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Gang of Thieves

Winds whisper into the ears of your victim that they committed some crime; roll Manipulation + Larceny; if your successes equal or exceed the target's Moe, they will confess to the crime when asked, if their Moe is less than yours. Those of equal Moe can only be effected if your Manipulation + Larceny is greater than their willpower. Those of superior Moe can laugh off this charm.


It Takes a Thief

  • Cost: 2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Larceny: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Larceny Prana

The wind whispers to you when you are the target of a thief; if you are the target of any use of the Larceny ability, you automatically sense it and can respond; this does not prevent the action from working, it just alerts you that the action happened.


Trap-Springing Bait Prana

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Larceny: 4
  • Minimum Moe: 2
  • Prerequisite Charms: It Takes a Thief

You can trigger any trap in an area by throwing something into the general vicinity of where you think it is; it will go off, revealing its presence, regardless of its normal trigger.


Pass Unharmed

  • Cost: 2 motes, 1 WP
  • Duration: Instant
  • Type: Reflexive
  • Minimum Larceny: 5
  • Minimum Moe: 3
  • Prerequisite Charms: Trap-Springing Bait Prana

The Magical Girl moves on a cushion of air; if a trap is about to go off on her, she can activate this charm and it will fail to trigger. This defeats all mundane traps automatically; charms and sorcery may still go off.


Spying Winds

  • Cost: 3 motes
  • Duration: Larceny Minutes
  • Type: Subtle/Mental
  • Minimum Larceny: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Larceny Prana

Winds creep about your vicinity, spying out any people or voices in the air. Roll Perception + Larceny; each success alerts you to one person within 10*Moe yards and lets you listen in on one conversation per 2 successes. This allows you to hear through walls. Locations are revealed in terms of distance and direction.


Crime Oversight Method

  • Cost: 5 motes, 1 WP
  • Duration: One Scene
  • Type: Speech
  • Minimum Larceny: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Spying Winds

You can spy on a spherical area of up to 20*Moe yards in radius; you must be within this radius, but not necessarily at the center. While the charm is active, you can monitor all people and conversations and converse with anyone within the area as you choose; you also can sense any hidden wealth with a reflexive Perception + Larceny roll.

Wind Tools

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Larceny: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Larceny Prana

The Magical Girl uses the wind itself as whatever tool needed for a feat of Larceny, allowing Larceny actions to be conducted without any penalties for a lack of needed tools or equipment.

Unstoppable Thieving Instinct

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Larceny: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Wind Picks

The Magical Girl may perform a larceny task under normally impossible conditions--picking the pocket of someone carrying you while you are paralyzed, picking a lock with no tools while chained to a wall, etc. All penalties to the roll are negated and the difficulty of the task becomes the Moe of the target.


Magical Girl Stealth Cascade

  • Basic Stealth Prana 1/1
    • Expert Stealth Method 2/2
      • Companion Stealth Technique 3/3
      • Specialist Stealth Technique 3/3
        • Master of Stealth 4/4
    • Distracting Sound Evocation 2/2
    • Dust Storm Method 4/3
      • Winds Steal All Sound 3/3
    • In Plain Sight 3/2
    • Sneak Attack Technique 4/2
    • Untraced Passage Method 3/2

Distracting Sound Evocation

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Stealth: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Stealth Prana

The wind whispers in the ears of those trying to find you, hampering their ability to notice your presence or passage. Your foe loses a number of dice from any pool to detect you equal to your Stealth.


Dust Storm Method

  • Cost: 8 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stealth: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Distracting Sound Evocation, In Plain Sight

Winds whip up a massive cloud of dust with a radius of your Moe*10 yards. Within this area, all your foes suffer a penalty in dice to any attempt to sense anyone using Stealth equal to your Stealth, and it is possible to initiate Stealth actions at any time, even when directly observed. The cloud remains roughly centered on you; you can anchor it, but it will then vanish once you leave it.


Winds Steal All Sound

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stealth: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Distracting Sound Evocation

At your command, the winds can steal any noises within 2*Moe yards of you. This means nothing within that range can be heard at all without charms unless you choose to let it be heard. Furthermore, you can selectively let some listen if you choose, while keeping up a blanket silence to all unnamed persons.


In Plain Sight

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Stealth: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Stealth Prana

Winds whip about you so quickly as to blur your position, eventually fading you to nothingness. This allows a stealth action to be carried out when you are being directly observed; you must get out of sight by the end of your turn or else you may have to use this again.


Sneak Attack Technique

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Stealth: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Stealth Prana

When making an attack, roll Dex + Stealth against the target's Perception + Awareness. If you defeat them, your attack action is treated as a surprise attack (they can only defend with reflexive charms). This can be comboed with charms of other Abilities and can be used on a non-Stealth action. Charms which automatically detect ambushes will defeat this charm when triggered, rendering the attack a normal one.


Untraced Passage Method

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Stealth: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Stealth Prana

For one scene, you leave no trace of your passage in an area; it requires the use of charms to track you.


Magical Girl Thrown Cascade

  • Basic Thrown Prana 1/1
    • Expert Thrown Method 2/2
      • Companion Thrown Technique 3/3
      • Specialist Thrown Technique 3/3
        • Master of Thrown 4/4
    • Always Armed For Throwing Method 2/2
      • Wind Knives 3/3
        • Roaring Wind Strike 4/4
    • In For the Long Haul 3/2
      • Corner-Turning Blade 4/2
    • Looping Insect Toss 3/2
      • Flower to Flower Attack 4/3
      • Wind Slips Through Cracks 4/2
    • Painful Hornet Sting 3/2
    • Wind Shield 3/2
      • Wind Wall 4/3
    • Wind-Sped Throw 3/2


Always Armed For Throwing Method

  • Cost: 1 mote
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Aided by powerful winds to lift and guide the throw, the Magical Girl may throw anything she can lift without penalty, regardless of whether she could normally throw it with her base Strength + Athletics. If the object is not normally intended as a thrown weapon, treat it as Speed 3, Accuracy 1, with a damage set by size: Small objects do 1L, medium do 2L, and large objects do 4L.


Wind Knives

  • Cost: 3 motes, 1 WP
  • Duration: One Scene
  • Type: Simple
  • Minimum Thrown: 3
  • Minimum Moe: 3
  • Prerequisite Charms: Always Armed For Throwing Method

The Magical girl hurls blades of focused wind at her foes; she can reflexively shape wind into knives with the stats: Acc 2, Damage 3L, Rate = However many she wants, Range 50 yards.


Roaring Wind Strike

  • Cost: 6 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 4
  • Minimum Moe: 4
  • Prerequisite Charms: Wind Knives

The Magical Girl hurls a thrown weapon; it spins, stirring up a huge bolt of spinning winds aimed at her designated target and everyone within her Moe in yards of her target. Each may dodge or parry seperately if she hits them, though the difficulty to parry the attack increases by the Magical Girl's Thrown skill. The attack does base damage equal to the Magical Girl's Strength + Thrown + Moe.


In for the Long Haul

  • Cost: 2 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 2
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Powerful winds propel your thrown weapon further, multiplying its base range by your Thrown skill.

Corner-Turning Blade

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 4
  • Minimum Moe: 2
  • Prerequisite Charms: In for the Long Haul

Winds guide your thrown weapon to dodge around corners and seek out weakpoints in cover; you suffer no penalties to hit foes based on cover.


Looping Insect Toss

  • Cost: 1 mote / +2 difficulty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Your thrown weapon flies like a aimless insect, hiding its true course. You may add +2 to the difficulty to dodge it, to a limit of your Thrown, for every mote spent.


Flower to Flower Attack

  • Cost: 5 motes
  • Duration: Instant
  • Type: Speech
  • Minimum Thrown: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Looping Insect Toss

Like a bee searching for nectar, the Magical Girl's thrown weapon darts from foe to foe; each time it hits a target, it turns and attacks another foe within 10 feet of the first. It keeps attacking until it misses or until there is no one left within ten feet of it that it hasn't attacked or until it does a number of attacks equal to the Moe of the charm's user. It attacks with the Magical Girl's Dex + Thrown; this can be supplemented with charms.


Wind Slips Through Cracks

  • Cost: 3 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 4
  • Minimum Moe: 2
  • Prerequisite Charms: Looping Insect Toss

Like the wind, your thrown weapon slips through cracks or chinks in your foe's armor; on a successful hit, reduce the foe's armor based soak by your Thrown skill.


Painful Hornet Sting

  • Cost: 1 mote + 1 mote / +2 damage
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Your thrown weapon impacts like an angry hornet. If it penetrates soak, it inflicts 2 extra damage for every mote spent, to a limit of your Thrown.

Wind-Sped Throw

  • Cost: 1 mote / +2 difficulty
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Thrown: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Winds shield your thrown weapon, throwing off efforts to evade it by guiding it away from parries. You may add +2 to the difficulty to parry it, to a limit of your Thrown, for every mote spent.

Wind Shield

  • Cost: 1 mote
  • Duration: Instant
  • Type: Re-Fun
  • Minimum Thrown: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Basic Thrown Prana

Winds whip about, batting at an incoming thrown weapon. The Magical Girl may parry an incoming missile (Archery or Thrown) with a full Dex + Thrown dice pool.


Wind Wall

  • Cost: 5 motes
  • Duration: One Scene
  • Type: Speech
  • Minimum Thrown: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Wind Shield

A wall of wind surrounds the Magical Girl. It increases the difficulty to hit her with missiles by her Thrown and the difficulty to hit her in hand-to-hand combat by 1.



Comments:

Should that 'Simple' be there for Flower to Flower method?
-- Darloth

It should be Speech. My goof. --JohnBiles