Difference between revisions of "SolarFirearms"

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(Created page with 'Firearms: Particulate Essence Infusion Method Cost: 1m per attack Mins: Firearms 3, Essence 2 Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Cha…')
 
(Replaced content with '= Solar Firearms Charms = Solars and their guns... * back to SolarCharms. ---- * First Edition Firearms Charms by Contributor * Second Edition Firearms Charms by Con…')
 
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Firearms:
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= Solar Firearms Charms =
  
Particulate Essence Infusion Method
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Solars and their guns...
Cost: 1m per attack  Mins: Firearms 3, Essence 2  Type: Supplemental
 
Keywords: Combo-OK, Obvious
 
Duration: Instant
 
Prerequisite Charms: Any Firearms Excellency
 
In these enlightened times the chemist can do much, but a Solar remains superior. Activating this charm as part of an attack with any projectile weapon provides sufficient Resources 0 ammunition for one attack roll (one bullet for a revolver, several for a machinegun). This charm is specifically permitted to supplement rolls and be placed in combos with other abilities.
 
  
Radiant Solar Arsenal Assembly
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* back to [[SolarCharms]].
Cost: -- (+1-3m)  Mins: Firearms 5, Essence 3  Type: Permanent
 
Keywords: Combo-OK, Obvious
 
Duration: Permanent
 
Prerequisite Charms: Particulate Essence Infusion Method
 
It is a violation of the natural order for a mortal to wield more impressive weapons than a Solar.  By paying a one mote surcharge when activating Particulate Essence Infusion Method, the Solar can create ammunition for any weapon that propels a projectile with externally-generate force and can be fired by a single operator using the Firearms skill (making cannons legitimate targets but keeping tube-fired rockets and battleships’ batteries out of reach).
 
At Essence 4+, paying a three mote surcharge allows the Solar to create sufficient ammunition for a single attack roll with any weapon operated by one person using the Firarms skill-- provided that the Resources cost of the ammunition is less than the Solar’s permanent Essence.
 
  
Concussive Essence Evocation
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Cost: 3m  Mins: Firearms 3, Essence 2 Type: Simple (Speed 4, DV-0)
 
Keywords: Combo-Basic, Obvious
 
Duration: Instant
 
Prerequisite Charms: Particulate Essence Infusion Method
 
The violent and destructive patterns of the modern age are brought perfectly to light in the radiance of a wrathful Solar.  By making a violent gesture at a visible opponent within (Essence x 30 yards), the Solar causes an explosion centered on them.  Roll Wits+Firearms as a ranged attack.  This attack ignores all forms of cover and cannot be parried without a stunt.  Damage from this attack is (Solar’s Essence+Valor+threshold successes) lethal piercing damage.
 
  
Incandescent Afterimage Assault
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* First Edition Firearms Charms by Contributor
Cost: 7m Mins: Firearms 5, Essence 3  Type: Simple (Speed 5, DV -0)
 
Keywords: Combo-Basic, Obvious, Shaping
 
Duration: One tick
 
Prerequisite Charms: Concussive Essence Evocation
 
To perfectly destroy, you must become destruction perfectly.  Upon activating this charm, the Solar’s body is sheathed in concussive essence.  On the tick where this charm is activated, the Solar takes a single Move action using the normal rules.  Solars are explicitly permitted to enhance this Move action using a combo including charms from other abilities (but note that Incadescent Afterimage –is- Combo-Basic).  As the Solar moves, she leaves a trail of golden energy that shines like an anima banner at the 10 mote level.
 
At the end of the Solar’s move action, the trail explodes.  All creatures within (Essence) yards of the trail (except for the Solar herself) are struck by a one-time Environmental Hazard with Trauma (Solar’s Essence) and Damage (Essence+Firearms) lethal piercing damage.
 
  
Perfect Demolition Mastery
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* Second Edition Firearms Charms by Contributor
Cost: --  Mins: Firearms 5, Essence 3  Type: Permanent
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**[[SolarFirearms/Cassus]] - [[Cassus|User Page]]
Keywords:
 
Duration: --
 
Prerequisite Charms: Concussive Essence Evocation
 
This charm permanently upgrades the Solar’s Concussive Essence Evocation.  The range is now (Essence*50) yards and (with an appropriate stunt) the Solar may use any virtue to determine damage.  If the Solar also knows Incandescent Afterimage Assault, the Solar may select any number of visible targets to exempt from the damage inflicted by that charm.
 
At Essence 4+, this charm’s prerequisite replaces the “Combo-Basic” Keyword with the “Combo-OK” keyword, and the cost is reduced by 1 mote while the target is in direct sunlight.
 
 
 
 
 
Legion-Slaying Bullet Prana
 
Cost: 5m, 1wp to 15m, 2wp  Mins: Firearms 4, Essence 2  Type: Extra Action
 
Keywords: Combo-OK, Obvious
 
Duration: Instant
 
Prerequisite Charms: Any Firearms Excellency
 
The light of the Unconquered Sun falls in a single glance upon entire nations; his Chosen wield that same power over fire. With supernal aim and a roaring gun, the Solar fires a single bullet at the heart of his enemies, merging their vitality into a single point, transfixed by a single golden bullet.
 
This charm is a magical flurry of (Permanent Essence*3) Firearms-based attacks.  These attacks ignore Rate, ignore multiple-action penalties, and have a combined DV penalty equal to the highest DV penalty of any single attack.  The first attack is targeted on any target within range of the Exalt’s weapon; subsequent attacks strike other targets within a 15 yard radius of the original target.  None may be targeted by more than one attack.  If any target does not have cover, the attack ignores the cover of all targets.  The Solar need provide only one attack’s worth of ammunition for this attack, but if ammunition has a Resource cost greater than 0, pay (2*ammunition’s resource cost) additional motes to activate this charm.  If the ammunition itself has an Artifact rating of 1, pay an additional 1 willpower to activate this charm.
 
Because these attacks represent firing a single bullet at multiple targets, the Solar declares any enhancing charms and makes a single attack roll, then uses the results of that roll to resolve an attack against each target of this charm.  Charms that enhance the effects of the original attack (such as Excellencies and Particulate Essence Infusion Method) need only pay their cost once.  Charms that take advantage of the aftermath of these attacks (such as charms that restore motes to the Solar when the Solar damages a target) must be activated separately for each target as usual. 
 
 
 
Omnidirectional Radiance Received Technique
 
Cost: 1m per attack  Mins: Firearms 4, Essence 3  Type: Extra Action
 
Keywords: Obvious, Combo-OK
 
Duration: Instant
 
Prerequisite Charms: Legion-Slaying Bullet Prana
 
When mortals fought with swords and spears, the Chosen fought with golden machineguns.  As the arts of mankind have advanced, so have the powers of those more than men.  This charm can only be activated only to make attacks with a weapon whose base Rate (rate before applying bonuses from craftsmanship, magical materials, etc) is 4+.
 
The Solar pays one mote per attack, up to a maximum of (Firearms+3) attacks.  These attacks ignore multiple-action penalties and rate, but each attack takes normal DV penalties and no attack in a flurry involving this charm may be a Strafing attack.
 
 
 
 
 
Art of the Transcendent Final Ray
 
Cost: 5m, 1wp  Mins: Firearms 5, Essence 4  Type: Reflexive
 
Keywords: Obvious, Combo-OK, Holy, Native
 
Duration: Four ticks
 
Prerequisite Charms: Any Firearms Excellency, Firearms Essence Flow, [one other Firearms charm]
 
In the Sun’s last moment, there will be light and fire such as never before.  By the same token, the last attack made by one of the Sun’s Chosen outshines all before it.
 
Upon activating this charm, the Solar makes a single Firearms attack at empty space.  This attack may be enhanced as normal; all essence spent to enhance this attack remains committed for the duration of this charm.  In a blaze of light, the Solar’s final bullet is released.  Record the dice pools and charm effects used for this attack.
 
The bullet continues to ricochet around the scene for the next three ticks, seemingly at random.  During this time, it deflects/intercepts (as a perfect defense) any attack launched at the Solar and immediately careens towards the origin of that attack, striking the target with whatever attack and dice pool the Solar had when originally “imbuing” the bullet.  This effect applies even when this charm is activated in response to another attack (in which case the Solar fires the bullet at his enemy’s descending weapon).  In addition to its other effects, this attack is Holy and undodgeable to creatures of darkness.
 
This charm can only be activated as the last Firearms attack a Solar makes in a given scene.  The Solar must have previously exhausted all ammunition readily available to them, and activating this charm disables for the rest of the scene charms that obviate the need for firearms ammunition (such as Particulate Essence Infusion Method).  Effects beyond the Solar’s control that would cause them to make a Firearms attack during the remainder of the scene (such as a social attack) fail automatically (this is a defense).  If the Solar voluntarily attempts to make a Firearms attack during this time (such as by wresting a gun from an enemy and firing it), the Solar takes unsoakable levels of aggravated damage equal to the number of attacks deflected by Art of the Transcendent Final Ray, and that charm ends immediately (wound penalties from this damage do apply to the attack roll the Solar attempts).  This unique restriction constitutes this charm’s Flaw of Invulnerability; it has no other.
 
 
 
Art of the Spear Incarnate
 
Cost: 8m  Mins: Firearms 5, Essence 4  Type: Supplemental
 
Keywords: Obvious, Combo-Basic, Holy
 
Duration: Instant
 
Prerequisite Charms: Firearms Essence Flow, Concussive Essence Evocation
 
There is only one Spear of Valor, but that fact is just one more challenge for the Chosen of the Sun to obsessively work towards solving.
 
The attack supplemented by this charm becomes a thin ray of essence that makes both the target and the attacker Obvious.  When it strikes, in addition to resolving as a normal attack, it erupts in a roaring conflagration of white-gold flames that deal (Essence*3) Lethal Piercing Damage to everything within Essence*5 yards.  The target of this attack must deal with the attack and the explosion as separate hazards (that is, a perfect defense against the attack will not also perfectly defend against the explosion unless activated again.
 
The explosion is unblockable to all in the area of effect and undodgeable to creatures of darkness.
 
A second purchase of this charm at Essence 5+ allows the Solar to make the attack selective—it damages only the target and creatures of darkness in the area of effect, but it deals aggravated damage to creatures of darkness.
 

Latest revision as of 06:40, 7 December 2014

Solar Firearms Charms

Solars and their guns...


  • First Edition Firearms Charms by Contributor