Difference between revisions of "GracefulCharmMethodology/SolarThrown"

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m (with proper(ish) names)
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* Prereqs: Fallen Weapon Deflection
 
* Prereqs: Fallen Weapon Deflection
  
When the Solar wins an opposed roll granted by Fallen Weapon Deflection, deduct their extra successes from the Initiative of their victim.
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When the Solar wins an opposed roll granted by Fallen Weapon Deflection, treat their extra successes as damage rolled in a withering attack.
  
 
==Torque==
 
==Torque==

Revision as of 22:13, 21 April 2016

Thrown

Editor’s note: this tree has been almost completely rewritten, to correct some perceived balance issues.

Acceleration

Flashing Draw Mastery

  • Cost: 3m
  • Type: Supplemental
  • Mins: Thrown 2, Essence 1

If the Solar beats all opponents in this Join Battle action, they may make their first Thrown attack in the first round of combat as an ambush attack.

Steel Storm Descending

  • Cost: 2m
  • Type: Supplemental
  • Mins: Thrown 3, Essence 1
  • Prereqs: Flashing Draw Mastery

This decisive Thrown ambush attack adds the difference between the Solar’s Initiative and their target (if the Solar has more) as bonus raw damage.

Mist-Gathering Practice

  • Type: Permanent
  • Mins: Thrown 5, Essence 2
  • Prereqs: Steel Storm Descending

When the Solar uses Steel Storm Descending to enhance an aimed attack, they also add the difference in Initiative as bonus dice on its attack roll.

Falling Icicle Strike

  • Type: Permanent
  • Mins: Thrown 5, Essence 3
  • Prereqs: Mist-Gathering Practice

When the Solar uses Steel Storm Descending from stealth, they may also ignore their opponent’s Hardness if it is lower than the difference in Initiative.

Momentum

Flying Steel Ruse

  • Cost: 2m
  • Type: Supplemental
  • Mins: Thrown 2, Essence 1

The Solar does not need to name a beneficiary for this Thrown distract gambit: if successful, the first ally to make a decisive attack gains it.

Observer-Deceiving Attack

  • Cost: 3m
  • Type: Supplemental
  • Mins: Thrown 4, Essence 2
  • Prereqs: Flying Steel Ruse

If this attack scores more threshold successes than its target’s Guile, it will not break stealth.

Empty Palm Technique

  • Cost: 2m
  • Type: Supplemental
  • Mins: Thrown 4, Essence 1
  • Prereqs: Flying Steel Ruse

If this Thrown disarm gambit is successful, the opponent’s weapon is thrown to short range. Add any extra successes above the threshold to the Solar’s Initiative.

Shadow Thrust Spark

  • Cost: 3m, 2i
  • Type: Reflexive
  • Keywords: Once/turn
  • Mins: Thrown 5, Essence 2
  • Prereqs: Empty Palm Technique

Used when a weapon is thrown away by a disarm attempt, this immediately moves the weapon a range band in any direction chosen by the Solar.

Fallen Weapon Deflection

  • Type: Permanent
  • Mins: Thrown 5, Essence 3
  • Prereqs: Shadow Thrust Spark

The Solar may use Shadow Thrust Spark on any weapon not currently being held. If used in response to someone retrieving the weapon, this becomes a contested Dexterity+Thrown vs Dexterity+Athletics roll.

Savage Wolf Attack

  • Type: Permanent
  • Mins: Thrown 5, Essence 4
  • Prereqs: Fallen Weapon Deflection

When the Solar wins an opposed roll granted by Fallen Weapon Deflection, treat their extra successes as damage rolled in a withering attack.

Torque

Joint-Wounding Attack

  • Cost: 3m
  • Type: Supplemental
  • Keywords: Crippling
  • Mins: Thrown 3, Essence 1

This decisive Thrown attack inflicts a crippling penalty equal to the amount of health levels of damage it deals. If the target is hit by successive Joint-Wounding Attacks, apply only the highest crippling penalty.

Mist On Water Attack

  • Cost: 2m, 1wp
  • Type: Supplemental
  • Keywords: Crippling
  • Mins: Thrown 4, Essence 2
  • Prereqs: Joint-Wounding Attack

If this decisive Thrown attack hits, the target is silenced for (Essence) turns. If they are incapacitated, they make no sound and cannot be discovered for (Essence) turns.

Crimson Razor Shrike

  • Type: Permanent
  • Mins: Thrown 5, Essence 2
  • Prereqs: Joint-Wounding Attack

The Solar may spend a point of Willpower when activating Joint-Wounding Technique: if they do, and the attack is successful, it will also pin its target against (or on, or under) a piece of scenery. They cannot move from their location until they make a Rise From Prone action and succeed at a Strength+Athletics roll (difficulty: health levels done by the attack).

Shadow Wind Slash

  • Type: Permanent
  • Mins: Thrown 5, Essence 3
  • Prereqs: Crimson Razor Shrike

When the Solar activates Crimson Razor Shrike, the health levels dealt by the attack are also considered successes in a disarm attempt.

Vector

Precision Of The Striking Raptor

  • Cost: 1m
  • Type: Supplemental
  • Mins: Thrown 1, Essence 1

The accuracy of this Thrown attack is calculated as though it were at close range. This does not allow the Solar to make an attack beyond the maximum range of their weapon.

Angle-Tracing Edge

  • Cost: 3m
  • Type: Supplemental
  • Mins: Thrown 4, Essence 1
  • Prereqs: Precision Of The Striking Raptor

This Thrown attack completely ignores cover. It can be made against a target in full cover, if they are within range of the weapon and the Solar’s senses.

Triple Distance Attack Technique

  • Type: Permanent
  • Mins: Thrown 3, Essence 2
  • Prereqs: Precision Of The Striking Raptor

When the Solar uses Precision Of The Striking Raptor, their weapon’s maximum range is increased by one band.

Fiery Solar Chakram

  • Cost: 5m, 1wp, 3a
  • Type: Simple
  • Mins: Thrown 5, Essence 3
  • Prereqs: Triple Distance Attack Technique, Angle-Tracing Edge

The Solar unleashes a decisive Thrown attack. Against creatures of darkness this is unblockable, undodgeable, and has a range limited only by the Solar’s senses.

Shower Of Deadly Blades

  • Cost: 5m, 1wp
  • Type: Simple
  • Keywords: Once/scene
  • Mins: Thrown 4, Essence 2
  • Prereqs: Precision Of The Striking Raptor

The Solar makes an undodgeable withering Thrown attack as a hail of projectiles; any Initiative lost by the target is also lost by every opponent within short range of them. The Solar does not gain the Initiative lost by secondary targets.

Cascade Of Cutting Terror

  • Type: Permanent
  • Mins: Thrown 5, Essence 3
  • Prereqs: Shower Of Deadly Blades

The Solar may use Shower Of Deadly Blades as a decisive attack instead. If they do, the health levels lost by the target are also applied as base damage to every opponent within short range of them.

Cutting Circle Of Destruction

  • Type: Permanent
  • Mins: Thrown 5, Essence 4
  • Prereqs: Cascade Of Cutting Terror

After the Solar uses Shower Of Deadly Blades, the original target is automatically hit again, with a raw damage equal to the Initiative or health levels lost by secondary targets.

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