IsawaBrian/SolarThrownGeneral

From Exalted - Unofficial Wiki
Jump to: navigation, search

Graceful Skirmish Mastery</i>
 Cost: 5m, 1wp; Mins: Thrown 5, Essence 3; Type: Reflexive (Step 1 or 2)
 Keywords: Combo-OK, Leader, 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 IsawaBrian/SolarMeleeGeneral under Felicity 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>In Second Edition, this Charm is very different, as its functions have been assumed by Glory of Thrown Felicitations:

 Cost:  --; Mins: Thrown 2, Essence 2; Type: Permanent
 Keywords: Leader, Mirror (Improvised Assassin's Trick, Manual of Exalted Power: Abyssals p. 132)
 Duration:  Permanent
 Prerequisite Charms:Any Thrown Excellency

In the hands of a master, any object can be deadly, especially when hurled with the speed and precision of one of the Solar Exalted. This Charm enhances a Solar's natural capabilities to use improvised thrown weapons. Almost any object can be used-- wine goblets, dice, playing cards, and even more innocuous objects, such as a silk hankerchief. Clearly inappropriate material may require the expenditure of 1 mote to charge with kinetic force. Most improvised projectiles have Speed 5, Accuracy -2, Damage +0L, Rate 3, and Range 10, but larger objects (that can still be thrown with one hand) may sacrifice Accuracy or Rate to add to Damage, to a minimum of Accuracy -4 and Rate 1. The Storyteller determines what is appropriate for a given object. Using a relatively innocuous, insignificant, or otherwise apparently harmless object may aid in stunting to make a surprise attack in plain view, but does not automatically negate the difficulty penalty to do so. This Charm dedicated to years of goofy and clunky fun playing Ninjas and Superspies and all the dreams thereof, as well as to a certain Gambit fan I know.


Judicious Solar Skirmisher</i>
 Cost: 6m, 1 wp; Mins: Thrown 5, Essence 4; Type: Simple
 Keywords: Leader
 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>Unconquered Missile Mandate</i>
 Cost: 4m; Mins: Thrown 3, Essence 2; Type: Simple (Speed 3, DV -1)
 Keywords: Combo-OK, Leader, Obvious
 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 Mandate must be reapplied.


<i>Sky-Cresting Javelin</i>
 Cost: --; Mins: Thrown 4, Essence 4; Type: Permanent
 Keywords: Leader
 Prerequisite Charms: Triple Distance Attack

The sheer power of the Solar's arm grants him the ability to strike down a foe at virtually any distance. When activating Triple Distance Attack, the character may spend 1 mote to multiply the distance by (permanent Essence + 3) rather than simply 3.


<i>To the Master's Grasp</i>
 Cost: --; Mins: Thrown 5, Essence 3; Type: Permanent
 Keywords: Leader
 Prerequisite Charms: Returning Weapon Concentration

Heaven itself blesses the rights of the Solars, and Creation obeys their mandate. The world will not aid a weapon in escaping the grasp of its true owner, nor permit a thief to hold fast. This Charm enhances its prerequisite. Any unopposed attempt to physically retrieve a throwing weapon the character owns will succeed perfectly. If the character is actually opposed-- a grasping hand or counteractive fields of power-- the success bonus raises from 3 successes to (permanent Essence + 3).


<i>Retrieve the Fallen Weapon</i>
 Cost: --; Mins: Thrown 5, Essence 2; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Call the Blade (Thrown version)

See: Retrieve the Fallen Weapon. This charm is the same, except as noted above; where relevant, replace references to Melee with Thrown.


<i>Solar Loyalty Synthesis</i>
 Cost: --; Mins: Thrown 5, Essence 5; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Infinite Thrown Mastery, Thrown Essence Flow

Rarely developed save by Lawgivers with specially designed throwing weapons or certain charms, the synthesis of personal connection to a throwing missile-- the connection between the direct control of the attack and the Solar's overpowering shard-- can be develop to attune a combination between efficiency and power, granting them the ability to utterly master a weapon and control it with the greatest of ease and mastery. When purchasing this Charm, the Solar chooses a single Thrown weapon that she owns (Not “Orichalcum Inferno Chakram Repeater;” this is instead “Sky-Burning Excellence the Orichalcum Inferno Chakram Repeater left waiting in my last self's final resting place for my next incarnation”) and from that point on, the character may use both Infinite Thrown Mastery and Thrown Essence Flow on archery rolls with that weapon. Doing so makes any Excellencies so used Obvious. If the weapon is stolen, lost, or destroyed, the Solar may reattune herself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.

== Comments ==