BogModAlternateSidereals/Thrown

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Thrown is in the Constellation of the Gull.


Tumbleweed Toss
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

With a flick of the wriest her weapon burries itself in another's flesh and sends them tumbling backwards. An attack supplemented by this charm causes Knockback if it hits. The distance is changed to 1 yard for every 2 dice of damage and if the target hits a structure that wouldn't give when she crashes into it she takes the distance she didn't go in dice of bashing damage. This is raised to Lethal in damage if the object she hits is particularly pointy.


Starlight Carried Throw
Cost: 2m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

It is natural for things in Mercury's perview to travel far. Use of this charm on a thrown attack tripples the range.


Hill-Clearing Hurl
Cost: -; Mins: Thrown 5, Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Thrown Excellency, Starlight Carried Throw, Tumbleweed Toss

Every throw is a journey and as their mastery of Essence grows so too does the journey. This charm permanently increases the range of thrown weapons the Vizier uses to that of a Short Powerbow without any material bonus.


Muscle Slicing Throw
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

There are times when a Vizier can not let someone escape and there are times when a Vizier must ensure their own. A well placed throw of their weapon cuts into the leg muscles to let them get away all the faster. This charm reduces the movement speed of her target by a number of yards equal to her Thrown. This can not reduce the target's movement to less then 0 yards a tick. This crippling lasts for a scene.


Next Stop Attack Technique
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency

Sidereals are masters of taking a problem and working success out of it. More then any they are used to things not going as plan and must adapt. When a Sidereal misses a target with an attack supplemented by this charm she can immidiently retarget that attack with the same rolls and charms on it at a different target within range. She can only do such a redirect once though.


Neverending Story Assault
Cost: -(4m); Mins: Thrown 5, Essence 3; Type: Permanent
Keywords: Combo-OK, Obvious
Duration: Permanent
Prerequisite Charms: Next Stop Attack Technique

Sidereals are also masters of turning one success into many successes. This charm permanently enhances its prerequisite. If the attack hits a target it can still be made to attack another, getting all the charm bonuses that the first one had and the same attack roll and everything. This requires however the spending of 4 additional motes.


Opportune Advantage Trick
Cost: 2m; Mins: Thrown 3, Essenc 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Neither wind nor snow nor darkest night will keep the weapons of the Vizier's from their appointed targets. This charm reverses the penalties due to the environment on her attack rolls into bonuses to her attack rolls. This bonus does count as dice added by charms.


Diving Hawk Protection
Cost: 4m; Mins: Thrown 4, Essence 2; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Opportune Advantage Trick

To the essence enhanced throwing arm of the Sidereals stopping an arrow in flight is as easy as taking a single step down the road. Halve the Vizier's accuracy dice pool with her thrown weapon. If this value is equal to the success on the attack roll coming in she intercepts the attack half way to her and destroys it for small objects or arrests its advange for large attacks. The attack need not be directed at the Sidereal to intercept it. This charm is ineffective against area attacks or environmental attacks.


Meteoric Interception Defense
Cost: 6m; Mins: Thrown 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Thrown Excellency, Diving Hawk Protection

With the unstoppability of a meteor falling from the dome of Creation the sidereal's weapons intercept and stop any attack. This charm blocks any ranged attack targetted at the Sidereal or anyone within range of her thrown weapons. This charm can block even those that would normally be unblockable. This charm carries one of the Four Flaws of Invulnerability.


Starmote Daggers Technique
Cost: 5m; Mins: Thrown 5, Essence 2; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisite Charms: Any Thrown Excellency

Weaving a touch of essence around a thread of fate the Vizier forms herself a weapon to fight with. This glowing weapon takes the form of a normal thrown weapon, chosen when the charm is bought. Regardless of its image it has the same stats. Speed 5, Accuracy +0, Damage +Essence, Rate 2 and Range Essence * 10 yards. A Sidereal can use these weapons as if they were melee weapons in which case they have stats of Speed 5, Accuracy +0, Damage +Essence, Defense +0 and a rate of 2. When thrown the weapon remains only material long enough to complete the attack, a new weapon forming immidiently in the Sidereals hand.


Spider's Deadly Needles
Cost: -; Mins: Thrown 5, Essence 4; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Starmote Daggers Technique

The spider entangles and entraps its prey for eventual destruction. So too can the weapons of the Sidereal tangle the fates of their enemies to ensure their defeat. Purchasing this charm enhances the weapons made with Starmote Daggers Technique. Alternatively she can spend 5 motes to empower any thrown weapon she is attuned to for a scene as an Obvious effect. Whenever one of her thrown attacks inflicts damage the Sidereal can roll her Thrown+Essence at a difficulty of the victim's Essence. On a success she increases the TN of all that person's rolls for a scene as a Shaping effect.


Hidden Paths Attack
Cost: 6m, 1wp; Mins: Thrown 5, Essence 4, House of Journeys 2; Type: Simple
Keywords: College, Combo-OK, Obvious
Duration: Special
Prerequisite Charms: Any Two Thrown Excellencies, Opportune Advantage Trick, Starmote Daggers Technique

Life is a journey and everything makes a journey in its own life. With a weave of yellow essence around her weapon the Sidereal throws and her attack vanishes into its target. Yet they are unharmed. Weeks, months, maybe years later they will suddenly find themselves punished by the blow or find the attack come out of them and strike another.

The Sidereal makes a normal attack roll. If she hits the weapon vanishes. If she was using Starmote Daggers Technique that charm ends. The Sidereal then names a condition. That condition can be a set of actions, or a circumstance, or a time frame. When that condition happens or the Sidereal stops committing motes to this charm the attack either hits the target for full damage or the Sidereal can immidiently make an attack roll against another person within range of that person with any charms or combos she wants.

A special note that this charm is obvious in it being a magical attack but not so obvious in what it does. A person hit with it doesn't know what will cause the charm to hurt them. Furthermore when attacking someone other then the person the attack is stored in the Sidereal can make a reflexive Dexterity + Stealth resisted by the new targets Perception + Awareness or the attack is unexpected.


Stray Dog Curse
Cost: 5m, 1wp; Mins: Thrown 4, Essence 2, House of Journeys 2; Type: Simple
Keywords: College, Combo-OK, Shaping, Touch
Duration: Instant
Prerequisite Charms: Tumbleweed Toss

The Gull is the constellation of wanderers. Those who are not bound anywhere and wander as free as a well...bird. With but a touch she can ensure their star falls under the descending aspects of that Constellation. The Sidereal rolls Manipulation + Thrown + House of Journeys at a difficulty of the targets DMDV. On a success ensures that for the next week the victim of this curse can not travel anywhere intentionally. She misreads maps, gets on the wrong boat, all that sort of thing. She is at least ensured safe travel in that week. The charm has three weaknesses. An astute astrologer can locate the victim's star and the influence it is under and deduce how much longer the effect will last. The next weakness is that particularly careful allies can ensure the victim of this charm travels with them and keep her from wandering off. Finally those with wyld-shaping or stabalizing charms can use them to break this charms effects if they realize they are cursed.

Comments

Charm which sends the hit target on a 5 day Journey through somewhere, causing them to pop back into Creation(or appropriate realm) as they finish their trip.

BogModAlternateSidereals