Difference between revisions of "BogModAlternateSidereals/Thrown"

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Neither wind nor snow nor darkest night will keep the weapons of the Vizier's from their appointed targets.  This charm reverses the penalties due to the environment on her attack rolls into bonuses to her attack rolls.  This bonus does count as dice added by charms.
 
Neither wind nor snow nor darkest night will keep the weapons of the Vizier's from their appointed targets.  This charm reverses the penalties due to the environment on her attack rolls into bonuses to her attack rolls.  This bonus does count as dice added by charms.
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<b>Diving Hawk Protection</b><br>
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<b>Cost:</b> 4m; <b>Mins:</b> Thrown 4, Essence 2; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> Combo-OK<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Opportune Advantage Trick
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To the essence enhanced throwing arm of the Sidereals stopping an arrow in flight is as easy as taking a single step down the road.  Halve the Vizier's accuracy dice pool with her thrown weapon.  If this value is equal to the attack roll coming in she intercepts the attack half way to her and destroys it for small objects or arrests its advange for large attacks.  The attack need not be directed at the Sidereal to intercept it.
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<b>Meteoric Interception Defense</b><br>
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<b>Cost:</b> 6m; <b>Mins:</b> Thrown 5, Essence 3; <b>Type:</b> Reflexive<br>
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<b>Keywords:</b> Combo-OK, Obvious<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Any Thrown Excellency, Diving Hawk Protection
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With the unstoppability of a meteor falling from the dome of Creation the sidereal's weapons intercept and stop any attack.  This charm blocks any ranged attack targetted at the Sidereal or anyone within range of her thrown weapons.  This charm can block even those that would normally be unblockable.  This charm carries one of the Four Flaws of Invulnerability.
 
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Penalty reverser(1b)
 
 
Ranged parry charm(2b), builds off 1b.
 
  
Ranged perfect def(3b), builds off 2b.
 
 
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Fateful Thrown Ex(1c)
 
Fateful Thrown Ex(1c)

Revision as of 02:36, 3 October 2009

Thrown is in the Constellation of the Gull.


Tumbleweed Toss
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

With a flick of the wriest her weapon burries itself in another's flesh and sends them tumbling backwards. An attack supplemented by this charm causes Knockback if it hits. The distance is changed to 1 yard for every 2 dice of damage and if the target hits a structure that wouldn't give when she crashes into it she takes the distance she didn't go in dice of bashing damage. This is raised to Lethal in damage if the object she hits is particularly pointy.


Muscle Slicing Throw
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

There are times when a Vizier can not let someone escape and there are times when a Vizier must ensure their own. A well placed throw of their weapon cuts into the leg muscles to let them get away all the faster. This charm reduces the movement speed of her target by a number of yards equal to her Thrown. This can not reduce the target's movement to less then 1 yard a tick.


Next Stop Attack Technique
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

Sidereals are masters of taking a problem and working success out of it. More then any they are used to when things don't go as plan and must be corrected. When a Sidereal misses a target with an attack supplemented by this charm she can immidiently retarget that attack with the same rolls and charms on it at a different target within range. She can only do such a redirect once though.


Neverending Story Assault
Cost: -(4m); Mins: Thrown 5, Essence 3, House of Journeys 3; Type: Permanent
Keywords: College, Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Next Stop Attack Technique

Sidereals are also masters of turning one success into many successes. This charm permanently enhances its prerequisite. If the attack hits a target it can still be made to attack another, getting all the charm bonuses that the first one had and the same attack roll and everything. This requires however the spending of 4 additional motes after the hit on top of the 3 motes spent to supplement the charm in the first place.


Opportune Advantage Trick
Cost: 2m; Mins: Thrown 3, Essenc 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Neither wind nor snow nor darkest night will keep the weapons of the Vizier's from their appointed targets. This charm reverses the penalties due to the environment on her attack rolls into bonuses to her attack rolls. This bonus does count as dice added by charms.


Diving Hawk Protection
Cost: 4m; Mins: Thrown 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Opportune Advantage Trick

To the essence enhanced throwing arm of the Sidereals stopping an arrow in flight is as easy as taking a single step down the road. Halve the Vizier's accuracy dice pool with her thrown weapon. If this value is equal to the attack roll coming in she intercepts the attack half way to her and destroys it for small objects or arrests its advange for large attacks. The attack need not be directed at the Sidereal to intercept it.


Meteoric Interception Defense
Cost: 6m; Mins: Thrown 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Thrown Excellency, Diving Hawk Protection

With the unstoppability of a meteor falling from the dome of Creation the sidereal's weapons intercept and stop any attack. This charm blocks any ranged attack targetted at the Sidereal or anyone within range of her thrown weapons. This charm can block even those that would normally be unblockable. This charm carries one of the Four Flaws of Invulnerability.



Fateful Thrown Ex(1c)

Energy Weapon Charm(2c), builds off 1c.

College. Hit someone with a thrown attack, saves the attack in them. Set a condition. When condition is met attack finishes hitting them or comes out from them to attack a target in range of that person.(3c)

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