IsawaBrian/SolarThrownExtraActions

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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 (Note: This Charm in its original form has been superceded by Wind Full of Knives, from Manual of Exalted Power: Abyssals, p. 132.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 can be found in IsawaBrian/SolarThrownSwiftness


<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>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>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>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.

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