IsawaBrian/SolarThrownGeneral

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  • SolarThrown/IsawaBrian

Graceful Skirmish Mastery</i>
 Cost: 5m, 1wp; Mins: Thrown 5, Essence 3; Type: Reflexive (Step 1 or 2)
 Keywords: Combo-OK, Obvious
 Duration: One Scene
 Prerequisite Charms: Cascade of Cutting Terror, Any Thrown Excellency

The Solar who activates the Graceful Skirmish Mastery attunes herself to the dragon whiskers (see IsawaBrian/SolarMeleeGeneral under Felicity of Style Method) that are attuned to acts of thrown missile combat. By demonstrating her superior style and awe-inspiring abilities, the Lawgiver taps into the energies that surround her, gaining a much-needed edge on the battlefield. For the rest of the scene, all benefits from Thrown Stunts-- dice, willpower, and Essence Bonuses-- are doubled. Like all stunt benefits, these dice do not count against the Solar's maximum dice pool bonus.


<i>Judicious Solar Skirmisher</i>
 Cost: 6m, 1 wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: None
 Duration: One Scene
 Prerequisite Charms: Any other Thrown Excellency, Infinite Thrown Prowess, Thrown Essence Flow

The Solar's mastery of skirmish combat and thrown missiles can be tapped to create a transcendent mastery of the battlefield. The ideal moment for each thrown is well-known to the warrior, and he misses not a one of them. Each shot slices through the sky with speed, skill, and grace. Until the end of the scene, add the character's Essence in successes to any Thrown roll.


<i>Unconquered Missile Mandate</i>
 Cost: 4m; Mins: Thrown 3, Essence 2; Type: Simple (Speed 3, DV -1)
 Keywords: Obvious, Combo-Ok
 Duration: One Scene
 Prerequisite Charms: None

Orichalcum forms a natural bond with the Shard of a Solar. By use of this Charm, the Solar may extend that bond to another weapon, granting it the characteristics of orichalcum, or enhancing the natural potency of a weapon already made from that divine material. For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses. This bonus does not count against the limit that a character may receive from Charms.

This bonus stacks with all magical material bonuses, including those from Orichalcum. If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum. The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Unconquered Missile Mandate must be reapplied.


<i>Sky-Cresting Javelin</i>
 Cost: --; Mins: Thrown 4, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Triple Distance Attack

The sheer power of the Solar's arm grants him the ability to strike down a foe at virtually any distance. When activating Triple Distance Attack, the character may spend 1 mote to multiply the distance by (permanent Essence + 3) rather than simply 3.


<i>To the Master's Grasp</i>
 Cost: --; Mins: Thrown 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Returning Weapon Concentration

Heaven itself blesses the rights of the Solars, and Creation obeys their mandate. The world will not aid a weapon in escaping the grasp of its true owner, nor permit a thief to hold fast. This Charm enhances its prerequisite. Any unopposed attempt to physically retrieve a throwing weapon the character owns will succeed perfectly. If the character is actually opposed-- a grasping hand or counteractive fields of power-- the success bonus raises from 3 successes to (permanent Essence + 3).


<i>Retrieve the Fallen Weapon</i>
 Cost: --; Mins: Thrown 5, Essence 2; Type: Permanent
 Keywords: None
 Prerequisite Charms: Call the Blade (Thrown version)

See: Retrieve the Fallen Weapon. This charm is the same, except as noted above; where relevant, replace references to Melee with Thrown.


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