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Campaign:Anarchy Group Omega/Avin/Charms
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== Thrown == '''2nd Thrown Excellency:''' ''2m per success; Thrown 1 ESS 1; Reflexive (Step 1 for attackers, Step 2 for defender); Combo-OK; Instant.'' The Exalt's Player can invoke this Charm when making a roll based on the relevant Ability. This Charm adds one success to a roll for every two motes spent. Each success purchased with Essence Triumphant is the equivalent of purchasing two dice. The Exalt can also use this charm to enhance unrolled uses of the relevant Ability. Each two motes spent increases their effective (Attribute + Ability) rating for one task by two, effectively increasing any related static values by one. This charm can never be used on the same roll as the Third Excellency.<br/> '''Thrown Essence Flow:''' ''-; Thrown 5 ESS 4; Permanent; None; Instant.'' Purchasing this Charm allows the Solar to invoke the First, Second and Third Excellencies for the relevant Ability as innate powers rather than Charms, so using them does not count as Charm Use, and they may be used even if not part of a combo or if they have already used their charm use for their action. This Charm is incompatible with any effect that reduces the mote cost of the first three Excellencies. They may still activate the charms with a discount, but they will not be activating them as innate powers.<br/> '''Infinite Thrown Mastery:''' ''2m+, 1wp; Thrown 4 ESS 3; Simple; None; One Scene.'' Each two motes committed to this Charm reduces the mote cost for the first three (Ability) Excellencies by one, to a minimum of 0. Exalted with Essence 3 can spend up to six motes on this charm, while Exalted with essence 4+ may spend as many motes as they like. The discount applies to the total expenditure on Excellencies related to a given roll.<br/> '''Supreme Perfection of Thrown:''' ''8m, 2wp; Thrown 6 ESS 6; Reflexive; Combo-OK, Obvious; Instant.'' The user succeeds at any action related to the Ability, with a threshold of at least 0, no matter what penalties or resisted rolls apply. If the action is extended, this only applies to a single roll. If used as a perfect defense, it carries one of the Four Flaws of Invulnerability.<br/> '''Joint-Wounding Attack:''' ''3m; Thrown 3 ESS 1; Supplemental; Combo-OK, Crippling; Instant.'' For each health level of damage this attack inflicts, this Charm subtracts one die (As a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts the remainder of the scene.<br/> '''Observer-Deceiving Attack:''' ''3m; Thrown 3 ESS 2; Supplemental; Combo-OK; Instant.'' This Charm conceals a thrown-based attack. Those watching must roll (Wits + Awareness) against a difficulty of the user's Essence to notice them making the attack. This success requirement decreases by one each additional time the Solar uses this charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack.<br/> '''Mist on Water Attack:''' ''3m per action; Thrown 4 ESS 3; Supplemental; Combo-OK, Crippling; Varies.'' This charm supplements a Thrown attack and cripples the target. The victim cannot speak or cry out. This charm silences their every action. Should the attack kill the target, no0one will notice the target's death until the charm expires. This Charm can impose silence for a number of actions equal to their Essence score.<br/> '''Falling Icicle Strike:''' ''1m; Thrown 4 ESS 3; Reflexive (Step 7); Combo-OK; Instant.'' This charm enhances an unexpected attack. Count damage successes for this attack twice.<br/> '''Triple-Distance Attack Technique:''' ''3m; Thrown 2 ESS 2; Supplemental; Combo-OK; Instant.'' This Charm enhances a Thrown based attack. Triple the Range of this weapon. If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.<br/> '''Cascade of Cutting Terror:''' ''5m; Thrown 3 ESS 3; Supplemental; Combo-OK, Obvious; Instant.'' This charm renders the target's Dodge DV inapplicable against this attack. It also doubles the Solar's successes on the attack roll before comparing it to defense in Step 3 of attack resolution.<br/> '''Returning Weapon Concentration:''' -; Thrown 3 ESS 2; Permanent; None; Instant.'' This Charm gives the character three bonus successes on any valid action that, if it succeeds, will physically reclaim one or more of the throwing weapons he owns.<br/> '''Call the Blade:''' ''1m; Thrown 2 ESS 2; Reflexive (Step 2); Obvious; Instant.'' The user calls out one of their weapons and holds out their hand. If the desired weapon is within (Essence x 10) yards, and a flight path exists between the weapon and the user's hand, this Charm draws the weapon into the user's grasp. This may be used to draw and ready a sheathed weapon reflexively.<br/> '''Spirit Weapons:''' ''2m; Thrown 4 ESS 3; Reflexive (Step 1); Combo-OK, Obvious; One Scene.'' This Charm allows the user to create throwing weapons from Essence. Each 2m spent creates a thrown weapon with the qualities of a mundane Thrown weapon costing at most Resources 2. These weapons last for one scene, but if anyone other than the Exalt who created them tries to use them, the fade away during Step 2 of attack resolution.<br/> '''Fiery Solar Chakram:''' ''β; Thrown 5 ESS 3; Permanent; Holy, Obvious; Permanent.'' Add the user's primary virtue to the Accuracy and Damage of weapons created with Spirit Weapons. The user may throw these weapons with Charisma instead of Dexterity if they wish. Also, the Resources cost of the weapons who's qualities Spirit Weapons is copying is increased to the user's primary virtue.<br/> '''Casting Shadows of the Sun:''' ''-; Thrown 5 ESS 4; Permanent; None; Instant.'' The Spirit Weapons the user throws never leave their hands, effectively allowing the Solar to return the weapon to their hand reflexively at no cost after every attack.<br/> '''Torrent of Inner Light:''' ''1m per 2L; Thrown 5 ESS 4; Simple; Combo-Basic, Obvious; Variable.'' The user invests up to (Essence x 2) motes in one bright blast of focused light, flung with (Dexterity + Thrown). This blast gains a +2 accuracy bonus, a range of (Essence x 100) yards, and (Motes spent x 2L) damage. The Solar may opt not to release the bolt until their following action, storing it's Accuracy bonus and damage. They may do so a number of consecutive times equal to their Essence. When the blast is released, it gains a cumulative Accuracy bonus stored on each action, and invests all the stored motes in damage.<br/> '''Maelstrom of Celestial Dominance:''' ''20m, 2wp; Thrown 7 ESS 7; Simple; Combo-Basic; One Scene.'' For the rest of the scene, every Thrown attack the user makes multiplies into a number of undodgeable attacks equal to the user's Essence, each of which has five times the normal Range and affects every enemy within a 90 degree arc. Every character approaching within a number of yards equal to the solar's Essence suffers another such attack on each Thrown action, that is also unblockable. The Solar also automatically parries all non-perfect ranged attacks.<br/>
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