DBSInfernalExalted/Thrown

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Thrown Charms

http://i21.photobucket.com/albums/b275/InfernalExalted/Thrown.png

Play Catch

  • Cost: 2 motes per die
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 2
  • Minimum Essence: 2
  • Prerequisite Charms: None

With a casual flick of the wrist and disarming smile, the Infernal turns combat into a child's game. Her missiles whistle appealingly and urge her opponent to attempt to catch them, even as they would slice through his hands. The character may steal dice from her opponent's Dodge pool to add to her Thrown pool. She may not steal more dice than her unaugmented Dexterity + Thrown this way.

Sticks And Stones

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 3
  • Minimum Essence: 2
  • Prerequisite Charms: Play Catch

As the Infernal's blows land home, each seems a grave insult, an unbearable taunt or a vile mockery of the victim, casting doubts and fears upon his mind. For every health level the attack inflicts, the target suffers a -1 penalty to all rolls using mental or social Attributes until the end of the scene. Even emotionless creatures are affected by this attack, as they take it is objective criticism, but truly mindless creatures do not.

Cast Doubt

  • Cost: 2 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Thrown: 4
  • Minimum Essence: 2
  • Prerequisite Charms: Sticks And Stones

The Infernal shapes her anima about her weapon, and it ignites in sulphurous vapour. If the projectile hits a god, elemental, celestial Exalt or another such creature, it deals additional damage equal to their highest Virtue as their heavenly aspect falters and strikes them. Solar Exalted struck by such a weapon also roll their highest Virtue and add the number of successes to their Limit.

Scrap-Throwing Method

  • Cost: 1 mote per weapon
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 4
  • Minimum Essence: 2
  • Prerequisite Charms: Sticks And Stones

Infusing hatred and disdain about the objects to hand, the Infernal can turn anything into a weapon that causes so much pain and disruption as to be worthy of the finest assassins. Based on the nature of the object, it is treated as a different weapon - plates would be considered chakrams, vases would be considered hatchets, curtain rods would be considered javelins, books would be considered batons and forks would be considered knives. The Storyteller and player should work together to determine each case individually.

Hurtful Memory Arsenal

  • Cost: 3 motes per weapon
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 4
  • Minimum Essence: 3
  • Prerequisite Charms: Scrap-Throwing Method

Recalling the pain of her Exaltation, the torment of her youth, and the sufferance of her present state, the Infernal forges a weapon of sheer anguish from Essence. Such scraps have an Accuracy of +0, a Damage of +(character's highest Sin)L, unlimited Rate and a Range of 50. They are invisible, but their presence is registered as a painful memory of the target as it homes in. Its roundabout route and unusual creation means that the Exalt need not move or disclose her position when using her Hurtful Memory Arsenal.

Exploding Crane Stance

  • Cost: 10 motes, 1 Willpower, 1+ Lethal health levels
  • Duration: Instant
  • Type: Simple
  • Minimum Thrown: 5
  • Minimum Essence: 4
  • Prerequisite Charms: Hurtful Memory Arsenal, Cast Doubt

With a flash of hand signs, the Infernal releases the torment and the horror she keeps bottled within. Her muscles ripple and sway, her flesh heaves beneath their strain and she convulses wildly before finally exploding in arcs of scarlet gore laden with torturous power. She may make an attack dripping with bloody malice at her full Dexterity + Thrown pool for each health level sacrificed in activating this Charm. The lancets of gore have an Accuracy of +0, unlimited Rate, a Range of (character's Essence score x 10), and inflict basic damage equal to (the sum of her Sins)L. They are area-effect attacks, and cannot normally be dodged. This attack may harm and permanently kill dematerialised spirits. Anybody within the character's permanent Willpower in yards must roll their own Willpower, reducing their temporary Willpower by the number of successes as shards of the Infernal's soul bite deep into their resolve and open their mind to madness. An Infernal can throw even the Incapacitated health level and the three beneath it using this charm - the effects of losing these take place immediately after the Charm's effect.

Child Drops Rattle

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 2
  • Minimum Essence: 2
  • Prerequisite Charms: Play Catch

The Infernal binds Essence about the weapon, and reveals her nature to it - the weapon then streaks away of its own accord, buffeted by wind and ricocheting ever onward in its drive away from its mistress. The Infernal may ignore up to her Essence score in penalties arising from wind, distance or cover.

Sussurating Rattlesnake Throw

  • Cost: 3 motes
  • Duration: Instant
  • Type: Supplemental
  • Minimum Thrown: 4
  • Minimum Essence: 2
  • Prerequisite Charms: Child Drops Rattle

The Infernal's weapon tumbles, spirals and loops in odd patterns, forming reflections and sculpting symbols in mid-air as it seeks its target. The howl of air around it becomes an entrancing note, and characters wishing to dodge or parry the projectile must beat the Infernal with a reflexive Willpower roll opposed by the Infernal's Appearance + Thrown. Victims that fail cannot raise a conventional defence against the attack, but may use Charms to defend themselves.

Release The Coils

  • Cost: 5 motes, 1 Willpower
  • Duration: Instant
  • Type: Extra Action
  • Minimum Thrown: 5
  • Minimum Essence: 2
  • Prerequisite Charms: Sussurating Rattlesnake Throw

Rolling her projectiles around her hand, the Infernal looses them in a hypnotic pattern toward her opponents. She may make attacks at her full pool a number of times equal to her Essence, providing she has the missiles to hand.

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Feedback

  • I'm not sure I like Cast Doubt's Limit-manipulation. There has to be a more subtle way to bring this about.
  • Child Drops Rattle is dramatically inferior to the similar Archery Charm. I suggest reversing the effects; Archery has less need of it, and infinite-range chakram attacks are just cool.

- w

Minor feedback really. I kinda think that "Hurtful Memory Arsenal" as a charm name doesn't have quite the impact it ought. Maybe "Painful Memory Arsenal"? "Excruciating Remembrance Assault"? Not sure. The word "Hurtful" just sounds kinda generic, y'know?

-ErykTheRed

I'm inclined to agree on chamging the name of "Hurtful Memory Arsenal". I've got the charmtree sourcefile saved and if you decide to edit it, let me know and I'll make an updated image. -- trithne