Difference between revisions of "IsawaBrian/SolarThrownAreaEffect"

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Burning Vortex</i>
 Cost: 10m, 2wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Whirlwind Razor Guardian Technique

A Lawgiver need not blacken the sky with a flurry of missiles should he choose to strike down multiple foes. Instead, the Solar may invest the fiery aura of his patron into a single weapon and send it flying forth with explosive results.

Upon landing, the Charm will cause the missile to burst forth. This will destroy mortal weapons but even a simple enchantment upon the weapon will keep it from being broken; most of the power is Essence-based. The player makes a single Thrown attack roll that is applied equally to all opponents within the Solar’s Essence x2 yards. This Charm will distinguish friend from foe!


<i>Hurtling Devastation Storm</i>
 Cost: 20m, 2wp; Mins: Thrown 5, Essence 5; Type: Simple
 Keywords: Combo-Basic, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Leading the Harvesters Prana, Burning Vortex

An enraged Solar can utterly devastate a battlefield, leaving nothing in the wake of his wrath but death. By concentrating an immense core of Essence in his weapon, the Solar grants it a terrifying explosive aspect that consumes mortal weapons in use, though missiles as strong as those made of the Five Magical Materials will survive, if somewhat hot to the touch afterwards. The Solar hurls the weapon towards a patch of ground anywhere within his sight—range does not matter. Once the weapon strikes the ground, it explodes, sending thousands, millions of essence-phantoms of itself throughout an area with a radius equal to (the Solar’s Essence) x 100 yards.

The effect on scenery and buildings is destructive enough, but anyone caught inside the storm is in trouble. The charm creates an environmental hazard with a Trauma rating equal to the Solar’s Thrown score. Starting with the tick that this Charm is used and every (weapon Speed) ticks thereafter spent within the devastation zone forces a character to make a Stamina + Resistance check against the hazard’s Trauma rating or soak damage <i>in levels</s> equal to the base damage of the weapon at the time it was thrown. In addition, the character will suffer an internal penalty to all actions equal to the Solar’s Essence for (weapon Speed) ticks thereafter, whether in the devastation zone or not. This penalty may be serial, but is not cumulative with multiple failed resistances.

The Solar does not make a roll to hit for this Charm; there are no extra successes to add to damage nor can any active defense short of a perfect avoid this damage, though Resistance effects still apply. In addition, any action made within or through the effect suffers an external penalty equal to the Solar’s Thrown score. The Solar is immune to all of the effects of this Charm, and may walk through the fury unscathed.


<i>Wrath of Many Daggers</i>
 Cost: 18m, 3wp; Mins: Thrown 6, Essence 6; Type: Simple
 Keywords: Combo-OK, Obvious (Special), War
 Duration: Instant
 Prerequisite Charms: Forest-Burning Halo, Spirit Weapons

An army is no proof against against the righteous fury of a Solar Elder. The transcendent Essence of such a being can invest a single thrown weapon with the incandescent power of the Sun, burning across the battlefield accompanied by hundreds to thousands of essence-phantoms. Although this Charm is obvious, if used from a hidden/concealed position, the targets will not be able to discern the direction that it is coming from. Usually, however, this will require that the character use Personal Essence. In Mass Combat, this means that the character will individually attack a number of soldiers equal to her Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mass combat rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of her targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in mass combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. Outside of mass combat, the maximums used in that section are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.


<i>Sequential Devastation Barrage</i>
 Cost: 20m, 3wp; Mins: Thrown 7, Essence 7; Type: Simple
 Keywords: Combo-OK, Obvious , War, Mandate (?)
 Duration: Instant
 Prerequisite Charms: Wrath of Many Daggers

Creation was in very real danger during the dying days of the First Age. The fights between Solars raged on geographic levels, leaving nothing standing in their wake, and Sequential Devastation Barrage is one of the terrifying Charms that was produced from that time of darkness. Simply put, the Solar transforms a simple thrown weapon into an unstoppable herald of destruction, raining over his chosen targets from afar.

The Solar chooses up to his Essence in foci within a range equal to the Solar’s Essence x 10 miles. Once the Solar activates this Charm and throws his weapon, radiant essence-phantoms cast out from the missile to each of those targets. This process will destroy any weapon not as enduring as one made from one of the Five Magical Materials. As each radiant phantom strikes its target it explodes, destroying everything but the unyielding earth within a radius equal to one mile. This charm does not distinguish friend from foe, though it will not harm the solar.

Simply put, this explosion scythes its blast radius clean. All extras within range of the effect die instantly. Otherwise, the Solar rolls to attack as normal, but all DVs, penalties, or other reductions to his roll are reduced to 0. Only perfect defenses may stop this effect. Commanders caught in the blast radius do not gain protection from their troops. Any non-Extra with an Essence less than the Solar’s will take two health levels from every damage success rolled. This damage is always lethal unless the Solar uses a combo or other effect to change it.


<i>Furious Lawgiver Judgment</i>
 Cost: 3m, 1 wp; Mins: Thrown 4, Essence 2; Type: Supplemental
 Keywords: Obvious, Combo-Ok
 Duration: Instant
 Prerequisite Charms: Essence Missile Strike

Hurtling his weapon towards an opponent, the Lawgiver imbues the missile with concussive force designed to shatter and break the armor of the target. When the weapon strikes, so long as it strikes, subtract the character’s Essence from the Lethal and Bashing soak of the armor. For mortal armors, this is permanent as the effect tears the armor apart in an explosive burst. Artifacts will recover at a rate of 1soak point per scene as they re-harmonize; the explosive effect comes from bursting essence which jangles the protective enhancements of the armor.

In addition to reducing the soak of the target, the explosion causes an attack with half the number of successes the Solar gained on the throw supplemented by this attack and a base damage equal to the Solar’s Essence against all targets within the Solar’s Essence in yards of the original target. This explosion does not reduce the soak of the target.


<i>Cascading Explosion Verdict</i>
 Cost: --; Mins: Thrown 5, Essence 5; Type: Permanent
 Prerequisite Charms: Furious Lawgiver Judgment

The Solar gains the ability to modify a Furious Lawgiver Judgment so that its blast “leaps” from target to target. By spending an additional 7 motes, 1 willpower when using Furious Lawgiver Judgment, the secondary explosions do reduce the soak of the target by half (round up) the original soak reduction. These explosions will cause further explosions, which will half the number of successes above (one quarter, roughly, the original), half the damage dice (half the Solar’s permanent Essence), and half the soak reduction (one-quarter, roughly, the original). This cascade can continue for Exalts of sufficiently high Essence, but, unlike usual for rounding, when the amount of soak reduced by an explosion reaches 1, the next explosion cascade will not reduce soak and will not trigger further explosions. Targets may be caught in the wave of more than one cascading explosion.

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