Difference between revisions of "SolarThrown/Moxiane"
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Latest revision as of 01:17, 6 April 2010
Moxiane's Solar Thrown Charms =
- Back to SolarThrown.
- Back to SolarCharms.
Flying Razor Meditation
Cost: 3 motes Type: Supplemental Duration: Instant Min. Thrown: 4 Min. Essence: 2 Prerequisites: Precision of the Striking Raptor
The Exalted edges his hurled missile with diamond-sharp Essence, making it capable of cutting through even the hardest armour without effort. The thrown attack enhanced with Flying Razor Meditation inflicts Piercing damage.
Deceptive Butterfly’s Path
Cost: 4 motes Type: Supplemental Duration: Instant Min. Thrown: 5 Min. Essence: 3 Prerequisites: Observer-Deceiving Attack
The butterfly travels hither and thither through the air, whim carrying it to and fro in a method almost impossible to predict, but which always eventually reaches its target. A missile hurled with this Charm emulates that little insect, traversing the distance between the character and his target in a manner that seems impossible, swirling and diving through the air until the target is struck. This has the effect of halving the successes of any attempt to parry the attack enhanced with Deceptive Butterfly’s Path, while doubling the effective distance between Exalt and target.
If this Charm is placed in a Combo with Cascade of Cutting Terror then the cost in motes of both Charms is doubled.
Furious Golden Hornet Swarm
Cost: 7 motes, 1 Willpower Type: Reflexive Duration: 1 scene Min. Thrown: 5 Min. Essence: 4 Prequisites: Fiery Solar Chakram
Upon activating this Charm tiny motes of golden light, visually identical to those created by Fiery Solar Chakram, emerge from the character's anima, swirling around him and buzzing angrily like the insects of the Charm's name. For the remainder of the scene, whenever the Exalt makes a Thrown attack one of the motes peels away from the swarm and adds its anger and venom to the attack – mechanically, this adds the character’s Essence to his Dexterity + Thrown pool for the attack, and half of this amount (round down) to the damage of any successful strike. The bonus to attacks count as Charm dice for the purposes of the upper-limits of dice-adder Charms.
Should the character actually use Fiery Solar Chakram (or a Combo containing that Charm) to attack a target, instead of a single mote joining in for the strike the entire swarm follows the mote of destructive Essence, speeding it to its target with the following effects: The range increment of the attack is doubled, the character adds his Essence in automatic successes to the attack (twice his Essence when attacking the undead, demons and other creatures of Darkness), and the base damage of the attack is doubled before extra successes are added. After the attack is done, the swarm of motes returns to the character, ready for use once again.
Comments
*whistle* The second use of FGHS is fairly bad ass. Does that exhaust the swarm, since all the motes just flew off?
I'd probally make this one Reflexive. Couldn't really say exactly why, but FGHS doesn't strike me as a Simple. DS
- The second use isn't supposed to end the Charm, although I could see an argument for doing that. 12m1W for an thrown attack with a range increment of 200yds, base damage of 12 + loads of extra successes doesn't seem that bad really. :) But... I'll note that it doesn't end it - and the point about it being Reflexive is a good one, so I'll change that.