Difference between revisions of "SolarThrown/Ialdabaoth"

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<b><i>Grasp of the Osprey</b></i>
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  <b>Cost:</b> 1 Mote
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  <b>Duration:</b> Instant
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  <b>Type:</b> Reflexive (Combo-OK)
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  <b>Minimum Thrown:</b> 3
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  <b>Minimum Essence:</b> 2
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  <b>Prerequisite:</b> None
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A Solar with sufficient skill begins to understand the trajectories of projectiles regardless of where they originate. The Exalt may spend one mote reflexively to pluck a ranged attack with a physical component out of the air, using her Dex + Thrown pool to compute a Parry DV as normal, but without any Defense bonus. This cannot block unblockable attacks, nor can it block attacks which do not contain a solid, tangible, physical component.
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<b><i>Returning Gift Technique</b></i>
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  <b>Cost:</b> 2 Motes
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  <b>Duration:</b> Instant
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  <b>Type:</b> Reflexive (Combo-OK, Counterattack)
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  <b>Minimum Thrown:</b> 4
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  <b>Minimum Essence:</b> 3
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  <b>Prerequisite:</b> Grasp of the Osprey
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A Solar who learns this charm becomes so skilled that they can grasp a projectile out of mid-air and return it in a single, fluid motion. Against any successfully parried Thrown or Archery attack, the Lawgiver may perform a counterattack in Stage 9 using his Thrown pool, redirecting the projectile to a target of the Exalt's choice. This functions even if the original attack or the Exalt's parry did not use the Thrown ability; the Charm can cause even a successfully blocked Sorcery spell to ricochet towards a new target using the Exalt's Thrown ability to determine the accuracy of the new trajectory.
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<b><i>Strike Hard and Sure</b></i>
 
<b><i>Strike Hard and Sure</b></i>
 
   <b>Cost:</b> 1 Mote
 
   <b>Cost:</b> 1 Mote
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   <b>Prerequisite:</b> Any Thrown Excellency  
 
   <b>Prerequisite:</b> Any Thrown Excellency  
  
Solar marksmen attune themselves effortlessly to the Essence of their projectile, their target, and the air in between. This Charm allows a Solar's player to count extra successes on teh attack roll twice for the purposes of determining raw damage.  
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Solar marksmen attune themselves effortlessly to the Essence of their projectile, their target, and the air in between. This Charm allows a Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.  
  
 
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<b><i>Inescapable Onslaught of Morning</b></i>
 
<b><i>Inescapable Onslaught of Morning</b></i>
   <b>Cost:</b> 5 motes, 1 WP
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   <b>Cost:</b> None
   <b>Duration:</b> Instant
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   <b>Duration:</b> Permanent
   <b>Type:</b> Extra Action (Combo-OK)
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   <b>Type:</b> Extra Action  
 
   <b>Minimum Thrown:</b> 5
 
   <b>Minimum Thrown:</b> 5
   <b>Minimum Essence:</b> 2
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   <b>Minimum Essence:</b> 4
 
   <b>Prerequisite:</b> Iron Hailstorm Attack
 
   <b>Prerequisite:</b> Iron Hailstorm Attack
 
The character burns with holy speed in battle and throws weapon as the eastern Sun casts shafts of light into the morning sky. This Charm incraeses teh maximum number of attacks received from Trance of Fluid Grace and Iron Hailstorm Attack by two. It may improve custom Thrown extra-action Charms at the discretion of the Storyteller.
 
The character burns with holy speed in battle and throws weapon as the eastern Sun casts shafts of light into the morning sky. This Charm incraeses teh maximum number of attacks received from Trance of Fluid Grace and Iron Hailstorm Attack by two. It may improve custom Thrown extra-action Charms at the discretion of the Storyteller.

Latest revision as of 01:24, 26 March 2006

Grasp of the Osprey</b>

 <b>Cost: 1 Mote
 Duration: Instant
 Type: Reflexive (Combo-OK)
 Minimum Thrown: 3
 Minimum Essence: 2
 Prerequisite: None

A Solar with sufficient skill begins to understand the trajectories of projectiles regardless of where they originate. The Exalt may spend one mote reflexively to pluck a ranged attack with a physical component out of the air, using her Dex + Thrown pool to compute a Parry DV as normal, but without any Defense bonus. This cannot block unblockable attacks, nor can it block attacks which do not contain a solid, tangible, physical component.

Returning Gift Technique</b>

 <b>Cost: 2 Motes
 Duration: Instant
 Type: Reflexive (Combo-OK, Counterattack)
 Minimum Thrown: 4
 Minimum Essence: 3
 Prerequisite: Grasp of the Osprey

A Solar who learns this charm becomes so skilled that they can grasp a projectile out of mid-air and return it in a single, fluid motion. Against any successfully parried Thrown or Archery attack, the Lawgiver may perform a counterattack in Stage 9 using his Thrown pool, redirecting the projectile to a target of the Exalt's choice. This functions even if the original attack or the Exalt's parry did not use the Thrown ability; the Charm can cause even a successfully blocked Sorcery spell to ricochet towards a new target using the Exalt's Thrown ability to determine the accuracy of the new trajectory.


Strike Hard and Sure</b>

 <b>Cost: 1 Mote
 Duration: Until Next Action
 Type: Reflexive (Combo-OK)
 Minimum Thrown: 2
 Minimum Essence: 1
 Prerequisite: Any Thrown Excellency 

Solar marksmen attune themselves effortlessly to the Essence of their projectile, their target, and the air in between. This Charm allows a Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.


Strike Fast and True</b>

 <b>Cost: 1 Mote
 Duration: Until Next Action
 Type: Reflexive (Combo-OK)
 Minimum Thrown: 2
 Minimum Essence: 1
 Prerequisite: Any Thrown Excellency 

The Solar bursts forward with a blur of projectiles. This Charm adds +1 Rate and +1 Accuracy to any thrown weapons the Solar attacks with until the Solar's next action.

Trance of Fluid Grace</b>

 <b>Cost: 2 Motes per extra attack
 Duration: Instant
 Type: Extra Action (Combo-OK)
 Minimum Thrown: 3
 Minimum Essence: 2
 Prerequisite: Strike Fast and True

Trance of Fluid Grace allows a character to make multiple separate Thrown attacks for 2 motes each, up to a maximum number of attacks equal to his Essence + 1. The character must have enough ammunition on-hand for the total number of attacks, each of which is made at the character’s full dice pool.

Iron Hailstorm Attack</b>

 <b>Cost: 5 motes, 1 WP
 Duration: Instant
 Type: Extra Action (Combo-OK)
 Minimum Thrown: 5
 Minimum Essence: 2
 Prerequisite: Trance of Fluid Grace

The character becomes a whirling dervish of limbs, throwing weapon after weapon at any number of enemies. On the turn he uses this Charm, the character may make a total number of identical Thrown attacks equal to his Dexterity + 1. The character may not make more attacks than his ammunition supply allows.

Inescapable Onslaught of Morning</b>

 <b>Cost: None
 Duration: Permanent
 Type: Extra Action 
 Minimum Thrown: 5
 Minimum Essence: 4
 Prerequisite: Iron Hailstorm Attack

The character burns with holy speed in battle and throws weapon as the eastern Sun casts shafts of light into the morning sky. This Charm incraeses teh maximum number of attacks received from Trance of Fluid Grace and Iron Hailstorm Attack by two. It may improve custom Thrown extra-action Charms at the discretion of the Storyteller.


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