Difference between revisions of "SolarThrown/TheMyriadOfShades"

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(*Added Murderous Gesture, for when you need a corpse, no questions asked)
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Even the hardiest of foes can be brought down if one handicaps them. The Solar makes a sudden, viciously aimed and accurate Thrown attack at an opponent, seeking to blind or cripple him. The attack is made at +2 difficulty, is piercing, and remains embedded in its target on a successful hit. The character rolls damage as normal, but does not apply any levels of damage to the target's health track.  
 
Even the hardiest of foes can be brought down if one handicaps them. The Solar makes a sudden, viciously aimed and accurate Thrown attack at an opponent, seeking to blind or cripple him. The attack is made at +2 difficulty, is piercing, and remains embedded in its target on a successful hit. The character rolls damage as normal, but does not apply any levels of damage to the target's health track.  
  
Instead, as long as the Solar receives a single damage success, he may reflexively injure a limb (usually by jamming the weapon into the tendons), eye, or ear beyond all use-- the victim is rendered unable to use the injured body part. If the weapon is moved with a Dexterity+Medicine action (at a difficulty of how many damage successes he rolled), all effects of the Charm fade. The weapon can be instantly removed with an unrolled dice action, but doing so tears the flesh and is extremely painful-- the victim suffers two automatic lethal health levels of damage and suffers an additional -2 wound penalty for the rest of the scene. This Charm sufffers from the same target restrictions as Joint-Wounding attack.  
+
Instead, as long as the Solar receives a single damage success, he may reflexively injure a limb (usually by jamming the weapon into the tendons), eye, or ear beyond all use-- the victim is rendered unable to use the injured body part. If the weapon is moved with a Dexterity+Medicine action (at a difficulty of how many damage successes he rolled), all effects of the Charm fade. The weapon can be instantly removed with an unrolled dice action, but doing so tears the flesh and is extremely painful-- the victim suffers two automatic lethal health levels of damage and suffers an additional -2 wound penalty for the rest of the scene. This Charm sufffers from the same target restrictions as Joint-Wounding Attack.  
  
 
If comboed with a Charm with an area of effect, the attacker must throw an actual weapon for every target he wishes to affect with this Charm.
 
If comboed with a Charm with an area of effect, the attacker must throw an actual weapon for every target he wishes to affect with this Charm.
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  <B>Prereq.:</B> Observer-Deceiving Attack  
 
  <B>Prereq.:</B> Observer-Deceiving Attack  
  
Assassins are, of course, everywhere, and it's best not to be the one that gets found out first. Through this Charm, the character plants his Thrown attack so carefully that it appears that someone else did the deed! the Solar times his attack so perfectly that not only does it occur when no one is looking, but when someone else is in position to have thrown the weapon and indeed appears as if they had just done so.  
+
Assassins are, of course, everywhere, and it's best not to be the one that gets found out first. Through this Charm, the character plants his Thrown attack so carefully that it appears that someone else did the deed! The Solar times his attack so perfectly that not only does it occur when no one is looking, but when someone else is in position to have thrown the weapon and indeed appears as if they had just done so.  
  
 
The character makes a normal Thrown attack. Whether successful or not, the attack appears to have been launched by someone within 10 yards of the target-- there must be someone else within this range for the Charm to have any effect. This Charm does not fool characters with using supernatural Awareness powers, or those who later use supernatural Investigation powers to investigate the attack. This Charm can only be used if the character is not being actively observed, but even a brief lapse in someone's attention is time enough for him to launch this attack.  
 
The character makes a normal Thrown attack. Whether successful or not, the attack appears to have been launched by someone within 10 yards of the target-- there must be someone else within this range for the Charm to have any effect. This Charm does not fool characters with using supernatural Awareness powers, or those who later use supernatural Investigation powers to investigate the attack. This Charm can only be used if the character is not being actively observed, but even a brief lapse in someone's attention is time enough for him to launch this attack.  
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The target cannot defend against the attack except via defenses that speficically note that they work against attacks the defender is unaware of. No one without Surprise-Anticipation Method or similar magic notices that the Solar even moves-- to mortal senses, he never twitched a muscle and obviously didn't throw the weapon. Obviously, weapons that only the Solar can reach that suddenly appear in the king's forehead may cast suspicion on the Solar, but magics like Observer-Deceiving Method and Mist Over Water Attack can easily mask most evidence.  
 
The target cannot defend against the attack except via defenses that speficically note that they work against attacks the defender is unaware of. No one without Surprise-Anticipation Method or similar magic notices that the Solar even moves-- to mortal senses, he never twitched a muscle and obviously didn't throw the weapon. Obviously, weapons that only the Solar can reach that suddenly appear in the king's forehead may cast suspicion on the Solar, but magics like Observer-Deceiving Method and Mist Over Water Attack can easily mask most evidence.  
  
This Charm also surpresses the visual signature of Comboes it is included in-- though the character's anima may flare, the Combo signature is normally something innocent-seeming, like a cough, though a clever observer will eventually pick up on it.
+
This Charm also supresses the visual signature of Comboes it is included in-- though the character's anima may flare, the Combo signature is normally something innocent-seeming, like a cough, though a clever observer will eventually pick up on it.
  
 
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The character makes a number of extra attacks equal to his Thrown score against a single opponent. The difficulty to defend against each Thrown attack equals the extra attack successes on the attack before it.
 
The character makes a number of extra attacks equal to his Thrown score against a single opponent. The difficulty to defend against each Thrown attack equals the extra attack successes on the attack before it.
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 +
----
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<I><B>A Killer's Best Friend</I></B>
 +
 +
<B>Cost:</B> 8 motes
 +
<B>Duration:</B> One Scene
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<B>Type:</B> Reflexive
 +
<B>Min. Thrown:</B> 5
 +
<B>Min. Ess.:</B> 4
 +
<B>Prereq.:</B> Five Thrown Charms
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 +
Assassins favor knives, warriors javelins, Haltans boomerangs-- everyone has a favored Thrown weapon. Upon activating this Charm, the Solar internalizes that weapon's lessons. He chooses a category of Thrown weapons-- knives, batons, boomerangs, or the like, and receives the following bonuses for the rest of the scene when using those weapons or their artifact equivalents. While this Charm is active, any appropiate-for-the-Charm Thrown weapon the Solar weilds reflects a soft golden light.
 +
 +
The character adds her Essence to the accuracy (this counts against the Solar's Attribute+Ability dice adder cap) and damage of their attacks using their chosen weapon. Her attacks with that weapon ignore cover and shield penalties. The range increment of the weapon is tripled-- this stacks with Triple-Distance Attack Method additively, multiplying the range increment by 5 if it is used. The character's Rate with that weapon becomes unlimited. She may reflexively ready any example of her chosen weapon for attack if it is within her reach.
  
 
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=== Comments ===
 
=== Comments ===

Latest revision as of 02:38, 9 June 2010

Assassin's Deadly Greeting</I>

Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Reflexive
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Falling Icicle Strike

It is unwise to surprise a killer. The Solar may only activate this Charm in response to becoming aware of someone's presence, but he must act before he thinks-- without an effect such as the Surprise Anticipation Method, the Solar does not receive any other information than that he senses someone. Upon activating this Charm, the Solar makes a reflexive attack against the target he senses, using a Thrown weapon he has within reach. This is treated as a surprise attack, and characters may not dodge, parry, or use dodge or parry Charms unless they can explicitly dodge or parry attacks the defender is unaware of. If two characters active this Charm upon becoming aware of each other, both attacks are resolved simutaneously.


<I>Cloud of Knives</I>

Cost: 1 mote/die
Duration: Instant
Type: Reflexive
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Assassin's Deadly Greeting

It is also unwise to spend too much time with a killer, for with killers death often comes from an unexpected source. Using this Charm, a Solar may reflexively make Thrown attacks at any target they are aware of, at any time, as long as they have a valid Thrown weapon within reach. The Solar spends 1 mote for each attack die, up to the Solar's normal Dexterity+Thrown dice cap. He must have ammo for each attack.


<I>Swift Blade Typhoon</I>

Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Simple
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Cascade of Cutting Terror

The Solar throws a single weapon so well that it cuts everything around it. The Solar makes a normal Thrown attack, and every target within (5x Essence) yards of the target (the Solar may specifically target the area of the attack so it contains as many people as possible) suffers the attack.


<I>Dawnlight Grace</I>

Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Fiery Solar Chakram

Imbuing a weapon with the effortless power of one of the first rays of sunlight, the Solar casts it towards his target in an imitation of how the Sun's own beams fly ever-true.

An attack enhanced by this Charm is a perfect attack, as per Accuracy Without Distance. Zombies and other extra-level creatures of darkness struck by this Charm die instantly and permanently. Against greater creatures of darkness (including Abyssals, Deathlords, and Third Circle demons), the essence of the sun itself contained in this Charm is an insulting, not to mention deadly, affront. The attack adds twice the user's Essence in damage to such creatures.

Mortal weapons are burned to ash after the use of this Charm.


<I>Storm of Blades</I>

Cost: 8 motes, 1 Willpower
Duration: Scene
Type: Simple
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Whirling Razor Guardian Technique

A proper puppetmistress always keeps a few protectors about her person. In order to use this Charm, the Solar needs access to five similar Thrown weapons of the same type (generally knives or javelins). She casts the weapons out and sets them to twirling about her in a defensive pattern.

The character receives a reflexive parry against ranged attacks using her Thrown attack pool with the weapons she chooses for this Charm, adding her Essence in automatic successes to the parry. The character also receives a free Thrown attack using the attack pool for the weapon she chooses for this Charm against any target that closes within the character's Essence in yards. She may not attack a given target more than once per turn via this Charm.


<I>Lion-Wounding Thorn</I>

Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Thrown: 5
Min. Ess.: 3
Prereq.: Joint-Wounding Attack

Even the hardiest of foes can be brought down if one handicaps them. The Solar makes a sudden, viciously aimed and accurate Thrown attack at an opponent, seeking to blind or cripple him. The attack is made at +2 difficulty, is piercing, and remains embedded in its target on a successful hit. The character rolls damage as normal, but does not apply any levels of damage to the target's health track.

Instead, as long as the Solar receives a single damage success, he may reflexively injure a limb (usually by jamming the weapon into the tendons), eye, or ear beyond all use-- the victim is rendered unable to use the injured body part. If the weapon is moved with a Dexterity+Medicine action (at a difficulty of how many damage successes he rolled), all effects of the Charm fade. The weapon can be instantly removed with an unrolled dice action, but doing so tears the flesh and is extremely painful-- the victim suffers two automatic lethal health levels of damage and suffers an additional -2 wound penalty for the rest of the scene. This Charm sufffers from the same target restrictions as Joint-Wounding Attack.

If comboed with a Charm with an area of effect, the attacker must throw an actual weapon for every target he wishes to affect with this Charm.


<I>Sudden Stillness Surprise</I>

Cost: 10 motes, 1 Willpower, 1 health level
Duration: Instant
Type: Supplemental
Min. Thrown: 5
Min. Medicine: 3
Min. Ess.: 4
Prereq.: Lion-Wounding Thorn, Mist on Water Attack, Touch of Blissful Release

The Solar delivers a strike with both surgical precision and supressive Essence. On a successful Thrown attack enhanced with this Charm, the Solar rolls his Strength+Thrown+Essence versus the opponent's Stamina+Resistance. Successes the Solar gains over the opponent apply a culmutative -2 wound penalty for each success, as the opponent's body goes numb and unresponsive. If the character gains more successes than twice the opponent's Stamina (successive uses of this Charm on the same target stack), then the victim is rendered unconscious for the rest of the scene.

If comboed with a Charm with an area of effect, the attacker must throw an actual weapon for every target he wishes to affect with this Charm.


<I>Unexpected Knife Feint</I>

Cost: 6 motes
Duration: Instant
Type: Supplemental
Min. Thrown: 4
Min. Ess.: 3
Prereq.: Observer-Deceiving Attack 

Assassins are, of course, everywhere, and it's best not to be the one that gets found out first. Through this Charm, the character plants his Thrown attack so carefully that it appears that someone else did the deed! The Solar times his attack so perfectly that not only does it occur when no one is looking, but when someone else is in position to have thrown the weapon and indeed appears as if they had just done so.

The character makes a normal Thrown attack. Whether successful or not, the attack appears to have been launched by someone within 10 yards of the target-- there must be someone else within this range for the Charm to have any effect. This Charm does not fool characters with using supernatural Awareness powers, or those who later use supernatural Investigation powers to investigate the attack. This Charm can only be used if the character is not being actively observed, but even a brief lapse in someone's attention is time enough for him to launch this attack.


<I>Murderous Gesture</I>

Cost: 15 motes
Duration: Instant
Type: Supplemental
Min. Thrown: 5
Min. Ess.: 5
Prereq.: Cloud of Knives, Unexpected Knife Feint  

A murder weapon has to have come from somewhere, but when the culprit is as quick as one of the Solar Exalted, then it may become impossible to tell if a weapon was thrown at all-- well, except for the fact that someone is bleeding.

This Charm cannot be used in combat unless it is used against an opponent who is unaware of the Solar. Out of combat, it can be used against any target in range. The Solar draws his weapon, from concealment or plain sight, and throws it so quickly that he has returned to whatever he was doing long before the weapon strikes its mark.

The target cannot defend against the attack except via defenses that speficically note that they work against attacks the defender is unaware of. No one without Surprise-Anticipation Method or similar magic notices that the Solar even moves-- to mortal senses, he never twitched a muscle and obviously didn't throw the weapon. Obviously, weapons that only the Solar can reach that suddenly appear in the king's forehead may cast suspicion on the Solar, but magics like Observer-Deceiving Method and Mist Over Water Attack can easily mask most evidence.

This Charm also supresses the visual signature of Comboes it is included in-- though the character's anima may flare, the Combo signature is normally something innocent-seeming, like a cough, though a clever observer will eventually pick up on it.


<I>Flashing Blade Waterfall</I>

Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Min. Thrown: 5
Min. Ess.: 3
Prereq.: Shower of Deadly Blades

When it rains, it pours, and what stops the opening volleys of the storm finds itself hard pressed to fight the flood. The character throws a relentless tide of weapons, each harder to stop than the last.

The character makes a number of extra attacks equal to his Thrown score against a single opponent. The difficulty to defend against each Thrown attack equals the extra attack successes on the attack before it.


<I>A Killer's Best Friend</I>

Cost: 8 motes
Duration: One Scene
Type: Reflexive
Min. Thrown: 5
Min. Ess.: 4
Prereq.: Five Thrown Charms

Assassins favor knives, warriors javelins, Haltans boomerangs-- everyone has a favored Thrown weapon. Upon activating this Charm, the Solar internalizes that weapon's lessons. He chooses a category of Thrown weapons-- knives, batons, boomerangs, or the like, and receives the following bonuses for the rest of the scene when using those weapons or their artifact equivalents. While this Charm is active, any appropiate-for-the-Charm Thrown weapon the Solar weilds reflects a soft golden light.

The character adds her Essence to the accuracy (this counts against the Solar's Attribute+Ability dice adder cap) and damage of their attacks using their chosen weapon. Her attacks with that weapon ignore cover and shield penalties. The range increment of the weapon is tripled-- this stacks with Triple-Distance Attack Method additively, multiplying the range increment by 5 if it is used. The character's Rate with that weapon becomes unlimited. She may reflexively ready any example of her chosen weapon for attack if it is within her reach.


=== Comments ===