SolarThrown/Ambisinister
Sight Blasting Infusion</b>
<b>Cost: 3 motes Duration: Essence in turns Type: Supplemental Minimum Thrown: 3 Minimum Essence: 2 Prerequisite Charms:: None
A Solar skilled in this technique is capable of infusing his weapon with the blinding light of the noonday sun. The Solar hurl this weapon into the air where it will emit a blinding flash of light and hang for a number of turns equal to his permanent essence. During this time, anyone save the solar who relies on sight will be fighting under the blindess penalty unless they have some means of shielding themselves from the light.
Vacuum Burst Technique</b>
<b>Cost: 4 motes Duration: Instant Type: Supplemental Minimum Thrown: 3 Minimum Essence: 3 Prerequisite Charms:: Sight Blasting Infusion
Utilizing this Charm, an Exalt is capable of imparting a small measure of the attraction generated by celestial bodies into his weapon. Once thrown the weapon will begin pulling objects and people along its flight path. Upon reaching its destination, the weapon releases the remainder of its energy in a concentrated pulse which will draw surrounding bodies towards its point of impact. Mechanically, any object or person within a yard of the weapon's flight path will be forcibly dragged along after it. Anything capable of resisting may do so by rolling its strength + athletics against the successes the Exalt scored on his thrown roll. Once the weapon hits its intended target, it will release a final pulse which will pull anything within the character's essence in yards towards the point of impact. This uses the same mechanic as above. The the pulling strength of the weapon is equal to the Solar's essence + 3. No damage is inflicted by the dragging properties of the weapon. Should someone or something be pulled off of a cliff or into a hazard then they will suffer appropriate effects. Should the attack be parried, consider the point of impact to be where the parrying occured.
Destructive Nova Method</b>
<b>Cost: 3 motes + special Duration: Instant Type: Supplemental Minimum Thrown: 4 Minimum Essence: 3 Prerequisite Charms:: Vacuum Burst Technique
The Chosen of the Sun who reach this level of skill are capable of imparting into their weapon a portion of the destructive power unleashed by a dying star. By overloading an object with a super-concentration of essence the Exalt puts it into a volatile state. All it takes is a sudden impact to release the stored essence in an explosive burst. Paying the base cost of this charm adds the Solar's permanent essence to the base damage of the weapon. In addition, once the weapon hits its target it explodes inflicting a number of dice of damage equal to the Exalt's permanent essence to everything within a yard. Treat this as a seperate attack from the intial strike. Parrying an attack enhanced by this charm will set off the explosive charge. In this case the defender is only damaged by the explosion, not the intial strike. The Solar may pay additional motes of essence upon activating the charm to increase the radius and/or damage of the explosion. For each mote spent increase the damage by 1 or the radius by 1 yard. The Exalt may only spend a number of additional motes equal to his permanent essence. Weapons enhanced by this charm are destroyed unless they are made of one of the five magical materials or possess a similar resiliency.
Explosive Cascade</b>
<b>Cost: 7 motes + special Duration: Instant Type: Simple Minimum Thrown: 5 Minimum Essence: 4 Prerequisite Charms:: Destructive Nova Method, Cascade of Cutting Terror
By combining the principles of the foundation charms, a Solar exalt is capable of hurling a cloud of essence infused weapons which will blanket an entire area with the explosive fury of the Sun. This attack simultaneously affects all targets within a sphere whose diameter is equal to the character's Essence+Thrown in yards. The character rolls once and applies the effects to all targets within the area of effect. The exalt adds his essence in additional dice of damage to the attack. The Solar may pay additional motes of essence upon activating the charm to increase the radius and/or damage of the explosion. For each mote spent increase the damage by 1 or the radius by 1 yard. The Exalt may only spend a number of additional motes equal to his permanent essence. Like Cascade of Cutting Terror, the exalt only needs a single weapon to activate this charm. This attack is unblockable and counterable only by charm enhanced dodges. Weapons used with this charm are destroyed unless they are made of one of the five magical materials or possess a similar resiliency. This charm is incompatible with destructive nova method.
Comments
I'm not totally satisfied with Explosive Cascade. Any feedback would be appreciated.-Ambisinister
- Hmmm... you should probably make it clearer that you only need one copy of the weapon, assuming that is your intention. Also, what unit is the area of effect measured in? -szilard
- My suggestion is one of simplicity. While the concept and color are good, I think you're reaching too much for mechanics. (And this is from a Crunch-Demon, mind.) I'd say make it (and even some of the ones before it) fixed-cost, or with at most one thing you can vary (the Area of Effect would be my preference). I think with a good dose of simplification, this would be both a lot more useful, a lot less of a headache, and a cleaner charm. I'd say you could go with the following simplification, to make an example (which you can feel free to like or hate - I'm not saying this is the best option)
Explosive Cascade</b>
<b>Cost: 6 motes Duration: Instant Type: Simple Minimum Thrown: 5 Minimum Essence: 4 Prerequisite Charms:: Destructive Nova Method, Cascade of Cutting Terror
By combining the principles of the foundation charms, a Solar exalt is capable of hurling a cloud of essence infused weapons which will blanket an entire area with the explosive fury of the Sun. This attack simultaneously affects all targets within a sphere of diameter equal to the characters Essence+Thrown in yards. The character must make a single attack roll (which is applied to all targets) to strike the desired area, and anything (and everything) within the area of effect suffers the effects of the attack, which has its damage increased by the character's Essence. This attack is unblockable, and cannot be dodged without the use of charms. The weapon used to launch this charm is destroyed, unless it is made of one of the five magical materials, or somehow possesses similar resiliency.
- Said version doesn't allow you to 'up' things, but since there's no 2-1 conversion on attack successes, you'll still be doing tons of damage with it, and since it's so much simpler, it comboes a lot better, without as much headache. Again though, this is all just opinion. -- GregLink
Thanks for the feedback guys. Cleaned up the charm texts a little and hopefully simplified and balanced things.-Ambisinister
Not too bad. A little cleaner, but I don't think you're going to convince me that thrown charms affecting everyone within a 9 yard diameter, doing normal damage + Essence*2 (8, at the time you get this charm) that is both unblockable and nearly undodgeable (by all but a perfect effect, in the case you're listing) is a good thing. By being unblockable and undodgeable by all but perfect effects, this is nearly a perfect attack, requiring only that you succeed at a diff 1 thrown roll that you better be quite good at. This, in and of itself, is not a bad thing. It is quite powerful, but since only HGD and SSE can stop it, it's on par with other perfects. Then we add Essence in damage. That's nice. It's an Essence 4 charm, so pretty awesome, so yeah, some damage can't be that bad. Then we do this to everyone in a 9 yard diameter. That's 27 feet. A 13.5 foot circle around the primary target. Look around you. I can almost guarantee that every wall in the room you're in is closer than 13.5 feet away. We're talking a room full of people - a big one. A room that's 20x20. You just did a perfect attack to everyone in a 20x20 room. That perfect attack did base+ extra attack successes+Essence in damage. If they're an extra, they're dead. Still no biggie. If they're a Dragon Blooded, odds are they're hurting, but hey - those schmucks wear armor to dinner, right? Then we realize that for 4 more motes, we're doing an extra +Essence damage (or a bigger circle!), bringing us in the range of Str(3)+1+8+Extra Successes = 12+ damage, to a large room. With a perfect effect. If you have anything resembling a supplemental attack roll booster, or damage booster, this thing can kill a room full of DBs, who were all surprised by the attack anyway. Even against a powerful opponent, it's a room-killing perfect effect that starts at a +Essence in damage, and can go up. I think if it weren't room-killing - say, in feet instead of yards, thus hitting only those standing next to him - it wouldn't be so bad. But you've defined a perfect attack that hits a room full of people - and it required no willpower, and helps do extra damage.
-- GregLink, not really a bad person, and you can ignore him if you want
- Well, you and your sense of balance and knack for extrapolating practical applications has convinced me to alter the charm text. Now the charm is unblockable and only dodgeable by charm aided dodges. Now, in order to make the attack truly perfect, it will need to be placed in a combo with CoCT. -Ambisinister
- Ambisinister - First off, thanks for the compliment. I've always wanted to be a salesman, and one day, when I retire, I hope to acheive my true goal - car sales. Till then, I'll stick to playing Lex-Luthor style Eclipses, and enjoying the Wiki. I'm much happier with the latest (and final?) version of the charm, and while it is powerful, I think it's on par with the supreme-awesomeness that CoCT is known for. Glad I could help, and if you ever want more of the stuff I've got, remember the summoning incantation for the Second-Circle Demon of Crunch. -- GregLink