SolarThrown/Ialdabaoth
Grasp of the Osprey</b>
<b>Cost: 1 Mote Duration: Instant Type: Reflexive (Combo-OK) Minimum Thrown: 3 Minimum Essence: 2 Prerequisite: None
A Solar with sufficient skill begins to understand the trajectories of projectiles regardless of where they originate. The Exalt may spend one mote reflexively to pluck a ranged attack with a physical component out of the air, using her Dex + Thrown pool to compute a Parry DV as normal, but without any Defense bonus. This cannot block unblockable attacks, nor can it block attacks which do not contain a solid, tangible, physical component.
Returning Gift Technique</b>
<b>Cost: 2 Motes Duration: Instant Type: Reflexive (Combo-OK, Counterattack) Minimum Thrown: 4 Minimum Essence: 3 Prerequisite: Grasp of the Osprey
A Solar who learns this charm becomes so skilled that they can grasp a projectile out of mid-air and return it in a single, fluid motion. Against any successfully parried Thrown or Archery attack, the Lawgiver may perform a counterattack in Stage 9 using his Thrown pool, redirecting the projectile to a target of the Exalt's choice. This functions even if the original attack or the Exalt's parry did not use the Thrown ability; the Charm can cause even a successfully blocked Sorcery spell to ricochet towards a new target using the Exalt's Thrown ability to determine the accuracy of the new trajectory.
Strike Hard and Sure</b>
<b>Cost: 1 Mote Duration: Until Next Action Type: Reflexive (Combo-OK) Minimum Thrown: 2 Minimum Essence: 1 Prerequisite: Any Thrown Excellency
Solar marksmen attune themselves effortlessly to the Essence of their projectile, their target, and the air in between. This Charm allows a Solar's player to count extra successes on the attack roll twice for the purposes of determining raw damage.
Strike Fast and True</b>
<b>Cost: 1 Mote Duration: Until Next Action Type: Reflexive (Combo-OK) Minimum Thrown: 2 Minimum Essence: 1 Prerequisite: Any Thrown Excellency
The Solar bursts forward with a blur of projectiles. This Charm adds +1 Rate and +1 Accuracy to any thrown weapons the Solar attacks with until the Solar's next action.
Trance of Fluid Grace</b>
<b>Cost: 2 Motes per extra attack Duration: Instant Type: Extra Action (Combo-OK) Minimum Thrown: 3 Minimum Essence: 2 Prerequisite: Strike Fast and True
Trance of Fluid Grace allows a character to make multiple separate Thrown attacks for 2 motes each, up to a maximum number of attacks equal to his Essence + 1. The character must have enough ammunition on-hand for the total number of attacks, each of which is made at the character’s full dice pool.
Iron Hailstorm Attack</b>
<b>Cost: 5 motes, 1 WP Duration: Instant Type: Extra Action (Combo-OK) Minimum Thrown: 5 Minimum Essence: 2 Prerequisite: Trance of Fluid Grace
The character becomes a whirling dervish of limbs, throwing weapon after weapon at any number of enemies. On the turn he uses this Charm, the character may make a total number of identical Thrown attacks equal to his Dexterity + 1. The character may not make more attacks than his ammunition supply allows.
Inescapable Onslaught of Morning</b>
<b>Cost: None Duration: Permanent Type: Extra Action Minimum Thrown: 5 Minimum Essence: 4 Prerequisite: Iron Hailstorm Attack
The character burns with holy speed in battle and throws weapon as the eastern Sun casts shafts of light into the morning sky. This Charm incraeses teh maximum number of attacks received from Trance of Fluid Grace and Iron Hailstorm Attack by two. It may improve custom Thrown extra-action Charms at the discretion of the Storyteller.