SolarThrown/IsawaBrian

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Sunrays Strike the Eyes</i>
 Cost: 7m, 1wp; Mins: Thrown 5, Essence 3; Type: Reflexive (Step 2)
 Keywords: Combo-Basic
 Duration: One Scene
 Prerequisite Charms: Infinite Thrown Mastery

Sparking his weapon off the glowing coruscations of his own Essence, the Solar creates a dazzling pattern of light and semi-solid motes with which to deflect incoming attacks. The Solar must throw his weapon, or an essence-phantom (depending on charm use or artifacts such as the Infinite Jade Chakram) in order to begin the defense. Until the end of the scene, the Solar has Cover against melee and ranged attacks equal to (weapon Accuracy + Thrown)/2, round up.


<i>Imperturbable Solar Focus</i>
 Cost: 2m; Mins: Thrown 4, Essence 1; Type: Supplemental
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Any Thrown Excellency

Concentrating on a single instant, the Lawgiver harmonizes her missile with all conditions around her. No mere constraints of the world—whether range or visibility, cover or distraction—can distract the Solar from her lawful prey. For a single attack, reduce all internal and external penalties to a single Thrown roll to 0. This never includes DV.


<i>Creation War-Law Meditation</i>
 Cost: 5m, 1wp; Mins: Thrown 4, Essence 2; Type: Simple (Speed 5)
 Keywords: Combo-Ok
 Duration: One Scene
 Prerequisite Charms: Imperturbable Solar Focus, Any other Thrown Excellency

Invoking his right to Mastery, the Solar seizes control of the battlefield. His aim becomes truer, his sight clearer, and cowards who dare to hide from the wrath of a Lawgiver are given scant comfort. Until the end of the scene, reduce all external and internal penalties to Thrown rolls made by the character by his permanent Essence.


<i>Brilliant Calculus of Doom</i>
 Cost: 2m, 1wp; Mins: Thrown 5, Essence 3; Type: Supplemental
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Imperturbable Solar Focus

A Solar skirmisher knows no equal. Whether from ambush or from the front of a line of her Tiger Warriors, a missile cast by a Lawgiver will be so perfectly projected, the arc of fire so gracefully calculated, that no enemy may escape its assault. Unless the opponent uses a perfect defense, any attack modified with Brilliant Calculus of Doom will not miss regardless of the dice roll. Instead, it will be resolved as normal, with raw damage calculated on an assumption of 0 attack successes if the attack would have missed without this Charm.


<i>Righteous Stance of the Holy Warrior</i>
 Cost: 8m, 1wp; Mins: Thrown 5, Essence 3; Type: Simple
 Keywords: Combo-Ok, Obvious
 Duration: One Scene
 Prerequisite Charms: Brilliant Calculus of Doom, Sunrays Strike the Eyes

Tactical mastery of the battlefield is one of the more potent weapons in the arsenal of a Solar skirmisher. The Lawgiver who adopts the Righteous Stance of the Holy Warrior develops the ability to cast forth his missiles without exposing himself to assault, and those who would hide from the Solar find their cowardice turned to aid the terrible wrath that is laid upon them. For the rest of the scene, subtract 1 from the DV penalty of any action taken by the Solar, and up to the Solar’s Essence in penalties (external before internal) are turned into bonuses (subtracted dice become added and added difficulty becomes added successes). While Righteous Stance of the Holy Warrior is active, the character need only spend and commit 3 motes to activate Creation War-Law Meditation, a 2 mote, 1 willpower reduction in cost.


<i>Graceful Skirmish Mastery</i>
 Cost: 8m, 1wp; Mins: Thrown 5, Essence 3; Type: Simple (Speed 5)
 Keywords: Combo-Basic, 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 SolarMelee/IsawaBrian under Felicty 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>Inevitable as Morning</i>
 Cost: 8m, 1wp; Mins: Thrown 5, Essence 5; Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration: One Scene
 Prerequisite Charms: Graceful Skirmish Mastery, Brilliant Calculus of Doom

When a Solar must face the most terrifying of foes on the battlefield, he may utilize the destiny of his kind to remind that enemy that the birthright of a Lawgiver is victory; triumph is as inevitable as morning. By surrounding his missile with a sheaf of transcendent Solar energies, the Lawgiver transforms it into a burning bolt of power which he then casts across the battlefield to strike down his target in a heartbeat, untroubled by wind or darkness, cover or defense.

This Charm supplements a Thrown attack. All defense values against this attack are made inapplicable and may not be made applicable by anything short of a perfect defense. The Solar rolls to hit as normal, but gains a number of automatic successes on the Thrown roll equal to his permanent Essence. Add the character’s Thrown rating to damage dice. The player may choose whether this attack deals bashing or lethal damage.


<i>Essence Missile Strike</i>
 Cost: 2m; Mins: Thrown 2, Essence 2; Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: None

The Solar sends a pulse of her Essence into her missile, granting it a brief burst of power. Add the Solar’s Essence in damage dice to a single Thrown attack. In addition, when this Charm is purchased, the Solar may select one of the following special effects. Future special effects may be purchased for one bonus point or one experience point.

 <i>Burning Vengeance:  The Solar's missile sings out her holy nature.  The attack becomes Holy, and inflicts aggravated damage on creatures of darkness.  When this effect is used, the character's weapon temporarily becomes bright enough to be seen for (Essence) miles.
 Grasp of the Law: The Solar inundates her missile with the grasping, hungry desire of Creation to expand and consume the Wyld.  The attack gains the keyword Order, and inflicts aggravated damage on Wyld creatures as per that keyword.
 Nowhere To Hide: Hiding behind armor is no escape for the foes of a Lawgiver.  This variation makes a single Thrown attack Piercing; if it is done with a weapon that is already Piercing, half the target’s non-armor soak as well.
 Blasting Ray: The Solar surrounds her weapon with a brilliant corona of her Essence, charging it beyond a normal Essence Missile Strike.  Add one additional mote to the cost of the Charm (for a total of 3), to add 4 extra dice of damage.  This creates a very distinctive visual effect personal to the Solar.
 Precision of the Striking Raptor:  The Solar uses the increased force of her attack to make her aim strike true.  Add three dice to the attack roll for the Essence Missile Strike.  This counts against the usual charm dice-adder maximums.
 Ricochet Weapon Technique: The sheer power of the Solar’s hurled missile allows her to bank it off hard surfaces and strike her intended target without penalty.  Each ricochet past the first increases the cost of Essence Missile Strike by 1 mote.  If the character strikes at a target hidden from site, add a +1 difficulty External Penalty, or +2 if the target’s location is only known by intuition or sound.

Sun-Honed Point</i>
 Cost: 2m, 1 wp; Mins: Thrown 5, Essence 3; Type: Simple (Speed 4, DV -1)
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Essence Missile Strike, Brilliant Calculus of Doom

The Solar wraps an incredibly sharp layer of essence around the point or edge of his weapon. Neither armor nor ordinary magic can stop it if it strikes home, digging deep into the Solar’s enemy.

This Charm creates a single Thrown attack which ignores hardness and has a minimum damage equal to the pre-attack roll damage rating of the weapon, plus strength.


<i>Sun-Blessed Strike</i>
 Cost: 5m, 1 wp; Mins: Thrown 5, Essence 5; Type: Simple (Speed 4, DV -1)
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Sun-Honed Point

While the sun brings life, it must be remembered that the Unconquered Sun is a warrior first, and the harshness of his wrath can cut to the very soul. A Solar may take this aspect of her patron and energize a missile weapon with this incalculable heat. The Solar makes a thrown attack that causes aggravated damage.


<i>Winged Solar Wrath</i>
 Cost: 16m, 2 wp; Mins: Thrown 7, Essence 7; Type: Simple
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Inevitable as Morning, Sun-Blessed Strike

The awe-inspiring power of an Elder Solar can be put to many sophisticated uses of Essence. This is not one of them. By simply investing an overwhelming amount of Essence into his missile, the Lawgiver grants it an inevitability of doom. A radiance of light whirls and swirls about the missile, scorching the landscape. Only artifact weapons made with the same invulnerability as the Five Magical Materials can survive being so used; all others burst when they contact with their targets. Assuming the attack hits, the character’s soak, damage reduction, or any other effect is utterly worthless, as are any extra health levels. The terrific energy is simply too great; the target will be utterly destroyed, either disintegrating or in some cases exploding. Only a perfect damage negation/soak charm can stop this effect.


<i>Terrible Burning Wrath</i>
 Cost: 15m 2 wp; Mins: Thrown 6, Essence 6; Type: Simple
 Keywords: Combo-OK,  Obvious
 Duration: One Scene
 Prerequisite Charms: Sun-Blessed Strike

Sophisticated control of essence can allow the Solar Elder to inflict terrible, spirit-flaying punishment upon her foes. Her missile weapons become invested of a twisting, scything aspect that leaves terrible, deep wounds in the flesh and even mutilating spirits that it touches. For the rest of the scene, add the Solar's permanent Essence to her missile's damage. All damage dealt by that weapon is aggravated. Anything killed by the weapon during the scene has its spirit pared down to its barest core; reincarnations will remember nothing, no ghosts will rise in rage, and it may permanently slay spirits. It is said that extremely powerful medicine/occult/lore charms might be able to re-knit the damaged remnants of a such a reincarnated being, by dipping into the Akashic Record to reconstruct the totality. Anything less will fail.


<i>Transcendent Thrown Prowess</i>
 Cost: --; Mins: Thrown 5, Essence 4; Type: Permanent
 Prerequisite Charms: Any two Thrown Excellencies, Infinite Thrown Mastery, Thrown Essence Flow

The Solar’s ongoing development of skirmisher techniques grants him a cunning insight into the permutations of thrown weapons on the battlefield. Smoothly curving throws around cover, discerning the hidden foe in the shadows, the Lawgiver becomes simply more attuned to throwing in general. Reduce all internal and external penalties to thrown rolls by a total of 2 (ie, -2 external penalties, -1 internal penalty and -1 external penalty, etc.) favoring external penalties. This Charm respectfully based off the idea of the same name posted by Neph on the Exalted Wiki. Not mine; I just fleshed it out.


<i>Ravenous Raptor Shot</i>
 Cost: 1m; Mins: Thrown 2, Essence 1; Type: Supplemental
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Joint Wounding Technique

By endowing her missile with Solar essence, the Solar grants it extra force if it overcomes an enemy’s defenses. Double the Solar’s extra successes on a successful hit for the purposes of causing damage.


<i>Heaven-Burning Technique</i>
 Cost: 1m per die; Mins: Thrown 3, Essence 1; Type: Supplemental
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Ravenous Raptor Shot

The heavens themselves alight with the passion of the Solars to destroy their foes. By investing some of this burning passion into his missile, a Solar can insure that a successful strike inflicts heavy damage on his foe. The Solar may spend up to his Strength in motes. For each mote spent, convert one post-soak damage die into an automatic success.


<i>Split Ray</i>
 Cost: 1m; Mins: Thrown 2, Essence 1; Type: Reflexive (Step 1)
 Keywords: Combo-OK
 Duration: One Action
 Prerequisite Charms: Any Thrown Excellency

Like a ray of sunlight split in twain, the Solar attacks her foe with deadly swiftness. Add 1 to the Accuracy and Rate of the Solar’s weapon until her next action.


<i>Reaping the Bloody Wheat</i>
 Cost: 6m; Mins: Thrown 4, Essence 3; Type: Extra Actions
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Split Ray

Converted from Castebook Dawn, p. 75. The character’s attack is effectively a magical flurry that hits separate targets. In second edition, this charm does not have a limit on the number of attacks made. Instead, the character keeps rolling attacks until all targets within range of the first thrown are hit or one attack misses.


<i>Whirlwind Razor Guardian Technique</i>
 Cost: 7m, 1wp; Mins: Thrown 5, Essence 3; Type: Simple
 Keywords: Combo-Basic, Obvious
 Duration: One Scene or Special
 Prerequisite Charms: Reaping the Bloody Wheat

Converted from Castebook Dawn, p. 75. More or less unchanged. If this Charm is used in a combo, however, that combo must be paid again on each turn—and counts as the character’s charm action!—or the effect ends.


<i>Deadly Torrent</i>
 Cost: 2m per attack; Mins: Thrown 3, Essence 2; Type: Simple
 Keywords: Combo-OK,
 Duration: Instant
 Prerequisite Charms: Split Ray

Unleashing a masterful wave of strikes, the Solar covers the battlefield in an array of thrown missiles, striking down his foes in an eyeblink. This Charm creates a magical flurry of between 2 and (Essence +1) attacks. Each attack, including the first, costs 2 motes. Rate does not affect the number of attacks made and only the highest DV penalty is assigned. (Note: This Charm in its original form has been superceded by Wind Full of Knives, from Manual of Exalted Power: Abyssals, p. 132. A re-imagining using the same name follows)


<i>Deadly Torrent</i>
 Cost: --; Mins: Thrown 5, Awareness 5, Essence 3; Type: Permanent
 Keywords: None
 Prerequisite Charms: Fork the Lightning, Surprise Anticipation Method

Like a thunderstorm out of a clear sky, the Solar can evoke a deadly torrent of missiles even if he is seemingly unaware of any danger. The Solar may use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is a Thrown action. This typically is readying a Thrown weapon, but as rain may nourish or destroy a farmer’s crops, so, too, may an over-reactive Solar destroy those he loves.


<i>Thousand Icicles Fall</i>
 Cost: 5m, 1wp; Mins: Thrown 5, Essence 2; Type: Extra Action
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Wind Full of Knives

As a wind sends thousands of sharpened icicles falling from pagoda roofs in winter, so does the Solar’s masterful speed send her missiles blurring across the battlefield, each to a deadly effect. This Charm creates a magical flurry of attacks, up to the character’s Wits +1. Rate does not affect the number of attacks made and only the highest DV penalty is assigned.


<i>Hidden Solar Rage</i>
 Cost: --; Mins: Thrown 5, Essence 4; Type: Permanent
 Prerequisite Charms: Thousand Icicles Fall

While many Solars choose to act openly, striding across the battlefield like the giants they are, sometimes strategy calls for hidden death rather than unconcealed brilliance. When doing so, it is best to make every attack count, for an ambush can occur only once. When a Solar who has developed this Charm uses an Extra Action charm such as Thousand Icicles Fall, Wind Full of Knives, or Reaping the Bloody Wheat from ambush, the character may opt to spend an additional 3 motes when activating the Charm and add the character’s Essence to the damage done by each attack.


<i>Leading the Harvesters Prana</i>
 Cost: 10m, 2wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Wind Full of Knives, Whirlwind Razor Guardian Technique

A Solar skirmisher need never be alone on the battlefield. By letting her warrior spirit infuse her weapons with Essence, the Lawgiver may create a whirlwind of death surrounding her, sending multiple missiles hurtling after her foes of their own accord. The Solar’s razor harvesters will follow her impulses as to which targets to attack, but the shared warrior spirit will not grant much more control than that.

When this Charm is activated, the Solar may choose to throw a number of missile weapons up to her Thrown score. They will operate independently on the battlefield, moving through the air with the strength of their essence, garnering speed from each foe they strike. Each time a weapon’s tick comes up, until the character releases the committed essence, the missile fails to strike up to (Solar’s Essence) times, or the weapon is struck out of the air (difficulty 4), it will attack a foe of the Solar’s choosing, at its normal speed. The attack roll is made using the Solar’s normal Thrown attack pool for that weapon, and causes damage equal to the Solar’s Strength + Damage Rating of the weapon. Any relevant persistent Charms on the Solar will affect the weapon, but ordinarily, the Solar may not use other Charms to aid a Harvester. A botch will instantly stop this charm’s effects and will have other consequences as usual.


<i>Burning Vortex</i>
 Cost: 10m, 2wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Whirlwind Razor Guardian Technique

A Lawgiver need not blacken the sky with a flurry of missiles should he choose to strike down multiple foes. Instead, the Solar may invest the fiery aura of his patron into a single weapon and send it flying forth with explosive results.

Upon landing, the Charm will cause the missile to burst forth. This will destroy mortal weapons but even a simple enchantment upon the weapon will keep it from being broken; most of the power is Essence-based. The player makes a single Thrown attack roll that is applied equally to all opponents within the Solar’s Essence x2 yards. This Charm will distinguish friend from foe!


<i>Forest-Burning Halo</i>
 Cost: 10m, 1 wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Burning Vortex

Harmonizing herself with the swiftness of thrown weapons, the Solar gains a majestic speed on the battlefield. Missile weapons cast easily from her hand as simple gestures, hurtling barrages towards any foe who dares to stand in the Solar’s way.

Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1). Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal. No further Extra Action Charms or effects can be used to gain further actions.


<i>Hurtling Devastation Storm</i>
 Cost: 20m, 2wp; Mins: Thrown 5, Essence 5; Type: Simple
 Keywords: Combo-Basic, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Leading the Harvesters Prana, Burning Vortex

An enraged Solar can utterly devastate a battlefield, leaving nothing in the wake of his wrath but death. By concentrating an immense core of Essence in his weapon, the Solar grants it a terrifying explosive aspect that consumes mortal weapons in use, though missiles as strong as those made of the Five Magical Materials will survive, if somewhat hot to the touch afterwards. The Solar hurls the weapon towards a patch of ground anywhere within his sight—range does not matter. Once the weapon strikes the ground, it explodes, sending thousands, millions of essence-phantoms of itself throughout an area with a radius equal to (the Solar’s Essence) x 100 yards.

The effect on scenery and buildings is destructive enough, but anyone caught inside the storm is in trouble. The charm creates an environmental hazard with a Trauma rating equal to the Solar’s Thrown score. Starting with the tick that this Charm is used and every (weapon Speed) ticks thereafter spent within the devastation zone forces a character to make a Stamina + Resistance check against the hazard’s Trauma rating or soak damage <i>in levels</s> equal to the base damage of the weapon at the time it was thrown. In addition, the character will suffer an internal penalty to all actions equal to the Solar’s Essence for (weapon Speed) ticks thereafter, whether in the devastation zone or not. This penalty may be serial, but is not cumulative with multiple failed resistances.

The Solar does not make a roll to hit for this Charm; there are no extra successes to add to damage nor can any active defense short of a perfect avoid this damage, though Resistance effects still apply. In addition, any action made within or through the effect suffers an external penalty equal to the Solar’s Thrown score. The Solar is immune to all of the effects of this Charm, and may walk through the fury unscathed.


<i>Wrath of Many Daggers</i>
 Cost: 18m, 3wp; Mins: Thrown 6, Essence 6; Type: Simple
 Keywords: Combo-OK, Obvious (Special), War
 Duration: Instant
 Prerequisite Charms: Forest-Burning Halo, Spirit Weapons

An army is no proof against against the righteous fury of a Solar Elder. The transcendent Essence of such a being can invest a single thrown weapon with the incandescent power of the Sun, burning across the battlefield accompanied by hundreds to thousands of essence-phantoms. Although this Charm is obvious, if used from a hidden/concealed position, the targets will not be able to discern the direction that it is coming from. Usually, however, this will require that the character use Personal Essence. In Mass Combat, this means that the character will individually attack a number of soldiers equal to her Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mass combat rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of her targets at once. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops. For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in mass combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit. Outside of mass combat, the maximums used in that section are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.


<i>Sequential Devastation Barrage</i>
 Cost: 20m, 3wp; Mins: Thrown 7, Essence 7; Type: Simple
 Keywords: Combo-OK, Obvious , War, Mandate (?)
 Duration: Instant
 Prerequisite Charms: Wrath of Many Daggers

Creation was in very real danger during the dying days of the First Age. The fights between Solars raged on geographic levels, leaving nothing standing in their wake, and Sequential Devastation Barrage is one of the terrifying Charms that was produced from that time of darkness. Simply put, the Solar transforms a simple thrown weapon into an unstoppable herald of destruction, raining over his chosen targets from afar.

The Solar chooses up to his Essence in foci within a range equal to the Solar’s Essence x 10 miles. Once the Solar activates this Charm and throws his weapon, radiant essence-phantoms cast out from the missile to each of those targets. This process will destroy any weapon not as enduring as one made from one of the Five Magical Materials. As each radiant phantom strikes its target it explodes, destroying everything but the unyielding earth within a radius equal to one mile. This charm does not distinguish friend from foe, though it will not harm the solar.

Simply put, this explosion scythes its blast radius clean. All extras within range of the effect die instantly. Otherwise, the Solar rolls to attack as normal, but all DVs, penalties, or other reductions to his roll are reduced to 0. Only perfect defenses may stop this effect. Commanders caught in the blast radius do not gain protection from their troops. Any non-Extra with an Essence less than the Solar’s will take two health levels from every damage success rolled. This damage is always lethal unless the Solar uses a combo or other effect to change it.


<i>Icicle-Melting Sunray</i>
 Cost: 3m; Mins: Thrown 3, Essence 2; Type: Reflexive (Step 9)
 Keywords: Combo-OK, Counterattack
 Duration: Instant
 Prerequisite Charms: Any Thrown Excellency

As the sun falls on icicles, melting them away, so, too, may a Solar rebuke the attacks of her foes. The Solar invokes this charm after using a Dodge DV against an attack. This Charm gives the Solar a thrown counterattack, which resolves during Step 9 of combat resolution.


<i>Celestial Compass Retribution</i>
 Cost: 5m; Mins: Thrown 5, Essence 2; Type: Reflexive (Step 9)
 Keywords: Combo-Basic, Obvious
 Duration: One Turn
 Prerequisite Charms: Icicle-Melting Sunray

Standing at the center of an onslaught, the Solar turns against all those who would assault him. Until the character’s next action, whenever he chooses to use his Dodge DV the Solar gains the opportunity to make a Thrown counterattack during Step 9 of combat resolution.


<i>All-Seeing Guardian Whirlwind</i>
 Cost: 6m, 1 wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Celestial Compass Retribution

The Solar transforms herself into a living whirlwind. Those who dare to strike against her are rebuked instantly, facing hurtled death in the splitting of a second. For the rest of the scene, whenever the Solar chooses to use her Dodge DV, she gains an opportunity to make a Thrown counterattack during Step 9 of combat resolution.


<i>Razor’s Justice</i>
 Cost: 7m, 1 wp; Mins: Thrown 4, Essence 3; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Heaven-Burning Technique

Imbuing his weapon with the fury of Sol Invictus as he pursues the profane, the Lawgiver grants the missile terrible energies of destruction. The transient nature of thrown weapons is such that the Lawgiver’s own aura alights with sympathy to the weapon, and therefore any weapon of the same type used while the Charm abides will also have the same potency added to it. This is usually quite important, as weapons with less durability than those of the Five Magical Materials burst into fire and incinerate themselves when used with this Charm. Until the end of the scene, add the Solar’s Essence to the damage rating of thrown weapons of any one type (javelins, boomerangs, darts, etc.)


<i>Huntsman’s Mercy Method</i>
 Cost: 9m, 1 wp; Mins: Thrown 4, Essence 3; Type: Simple (Speed 5)
 Keywords: Combo-Ok
 Duration: One Scene
 Prerequisite Charms: Razor’s Justice

The Solar on the hunt may require or desire live prey, whether to bring back an escaped blasphemer for trial or to rescue someone controlled against their will. By enfolding her weapon with the merciful Essence of a benevolent Lawgiver, the Solar may bring down even the toughest prey without the possibility of slaying them—accidentally, anyway.

For the rest of the scene, the Solar’s weapon gains a damage bonus equal to her Essence to all attacks. However, all damage dealt by this weapon is bashing, and can never be converted to incapacitating. Additional strikes that would send a target below Incapacitated instead create additional "phantom" incapacitated levels that must be healed before any others.


<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>Sudden Burst</i>
 Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
 Keywords: Combo-Basic
 Duration: Instant
 Prerequisite Charms: Wind Full of Knives

To begin a battle is to control it. This is a truth that any Solar thrown weapons master understands, and uses to their advantage. By charging her body and weapon with Essence, the Solar creates a momentary advantage just on the edge of combat. The Solar must have a Thrown weapon available to use this Charm, but it need not be readied. This Charm supplements a Join Battle Action, adding a number of bonus dice equal to the Solar’s permanent Essence. The character also instantly and reflexively draws and readies any available Thrown weapon.


<i>Shattering Swiftness</i>
 Cost: 1m; Mins: Thrown 3, Essence 2; Type: Simple (Speed 3, DV -0)
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Sudden Burst

Relying more on superlative skill and instinct that aiming or planning, the Solar makes an incredibly swift Thrown attack at Speed 3, DV -0.


<i>Radiant Waterfall Speed</i>
 Cost: 1m per action; Mins: Thrown 3, Essence 2; Type: Reflexive
 Keywords: Combo-Ok
 Duration: Instant
 Prerequisite Charms: Shattering Swiftness

The Solar takes to the battlefield with a brilliant cascade of missiles, unleashing a swift barrage of thrown weapons. Reduce the Speed of a number of Thrown actions equal to the number of motes spent, up to a maximum of (Thrown) actions.


<i>Solar Storm</i>
 Cost: 8m, 1 wp; Mins: Thrown 5, Essence 4; Type: Simple (Speed 5)
 Keywords: Combo-Basic
 Duration: One Scene
 Prerequisite Charms: Radiant Waterfall Speed, Whirlwind Razor Guardian Technique

With a blur of Essence, the Solar becomes a living torrent of deadly missiles at war. Thrown weapons escape his hand with little effort, seeming virtually to cast themselves, and leaving the Solar plenty of time to recover. Until the end of the scene, subtract 1 from the Speed of any Thrown action or Charm. This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of Shattering Swiftness. At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater. In either case, there is a minimum Speed of 1 for any action.


<i>Fork the Lightning</i>
 Cost: --; Mins: Thrown 5, Essence 2; Type: Permanent
 Prerequisite Charms: Shattering Swiftness

The Solar’s fluid rapidity with missile weapons becomes inherent to her very being. Always double her dice for Join Battle Actions if the first action to be taken is a Thrown Action. The Solar may also double the mote cost for a Sudden Burst to add a number of successes, rather than dice.


<i>Split Moment</i>
 Cost: 6m, 1wp; Mins: Thrown 5, Essence 5; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Solar Storm

When an Elder fights, every second counts. Those few challenges that can arouse the ire of a Solar who has crested the high peak of possibility within a mortal lifetime have no sympathy or weakness to show those who remain too slow. By infusing his body with Essence, the Solar gains that edge in time, that split moment, necessary to take the lead and maintain an unstoppable wave of attacks. Until the end of the Scene, the character may make two fully independent actions at every opportunity. One of these actions must be dedicated to Thrown or directly Thrown-related actions.


<i>Shattering-Dagger Hurricane</i>
 Cost: 4m, 1wp, plus 4m per action; Mins: Thrown 6, Essence 6; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Split Moment

An Elder development of Wind Full of Knives, this refined and powerful Essence-shaping permits the Solar wielding it to transcend the mere limitations of time and geomantic flow. While this Charm is active, the character may make a number of fully independent actions at every opportunity equal to (1 + 1 action per 4 motes spent). Half of the available actions at any one time must be dedicated to Thrown or directly Thrown-related actions, including Flurries that mix both Thrown actions and non-Thrown actions such as Flurries.


<i>Time-Shattering Icicle Horde</i>
 Cost: 16m, 2wp; Mins: Thrown 7, Essence 7; Type: Simple
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Shattering-Dagger Hurricane

As the Lawgiver extends his skill and power over an ever-increasing penumbra concerning the abilities of a Skirmisher on the battlefield, he becomes capable of acting virtually without thinking. Every motion, every turn acts in accordance with the whole of the Solar’s desire, yet none require more attention than breathing does to a mortal. In the blink of an eye, the Solar may raise all of his power, engage a plethora of foes, and renew his defenses, all with a singleness of purpose and mind that would daunt any lesser entity.

While this Charm is active, the character may make a number of fully independent actions at every opportunity equal to 1 + (Thrown). Only one must be dedicated to a Thrown action.


<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 Madnate must be reapplied.


<i>Furious Lawgiver Judgment</i>
 Cost: 3m, 1 wp; Mins: Thrown 4, Essence 2; Type: Supplemental
 Keywords: Obvious, Combo-Ok
 Duration: Instant
 Prerequisite Charms: Essence Missile Strike

Hurtling his weapon towards an opponent, the Lawgiver imbues the missile with concussive force designed to shatter and break the armor of the target. When the weapon strikes, so long as it strikes, subtract the character’s Essence from the Lethal and Bashing soak of the armor. For mortal armors, this is permanent as the effect tears the armor apart in an explosive burst. Artifacts will recover at a rate of 1soak point per scene as they re-harmonize; the explosive effect comes from bursting essence which jangles the protective enhancements of the armor.

In addition to reducing the soak of the target, the explosion causes an attack with half the number of successes the Solar gained on the throw supplemented by this attack and a base damage equal to the Solar’s Essence against all targets within the Solar’s Essence in yards of the original target. This explosion does not reduce the soak of the target.


<i>Cascading Explosion Verdict</i>
 Cost: --; Mins: Thrown 5, Essence 5; Type: Permanent
 Prerequisite Charms: Furious Lawgiver Judgment

The Solar gains the ability to modify a Furious Lawgiver Judgment so that its blast “leaps” from target to target. By spending an additional 7 motes, 1 willpower when using Furious Lawgiver Judgment, the secondary explosions do reduce the soak of the target by half (round up) the original soak reduction. These explosions will cause further explosions, which will half the number of successes above (one quarter, roughly, the original), half the damage dice (half the Solar’s permanent Essence), and half the soak reduction (one-quarter, roughly, the original). This cascade can continue for Exalts of sufficiently high Essence, but, unlike usual for rounding, when the amount of soak reduced by an explosion reaches 1, the next explosion cascade will not reduce soak and will not trigger further explosions. Targets may be caught in the wave of more than one cascading explosion.


<i>Essence-Dispersing Attack</i>
 Cost: 4m, 1wp; Mins: Thrown 5, Essence 4; Type: Supplemental
 Keywords: Obvious, Combo-Ok
 Duration: Instant
 Prerequisite Charms: Mist on Water

A Solar’s mandate is greater than the physical world alone; his power extends to a mastery of Essence as well. By divesting some of his own potency into a missile weapon, the Solar may rebuke a foe who dares to use Essence against him. The Solar makes a normal Thrown attack (this can be changed by other Charms, but the attack must do damage for this Charm to work) against an opponent. In Step 8 of combat resolution, subtract (the Solar’s permanent Essence) motes from the target’s pool for every health level of damage done.

If this amount exceeds the number of motes in the target’s pool, excess motes will be taken from Committed artifacts, Charms, or other sources. The GM distributes this; it takes a number of spare motes completely equal to a given commitment to remove it. For example, if an Essence-Dispersing Attackc has 7 excess motes and the target has 8 motes committed to armor, 4 to a weapon, 3 to a simple Charm and 2 to a second Charm, the armor cannot be touched at all; instead, any 2 of the other commitments will be dispersed.


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