Thrown
Charms
Precision Of The Striking Raptor
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Thrown: 2
Minimum Essence: 1
Prerequisite
Charms: None
The character infuses her thrown weapon, be
it a hatchet, knife or shuriken, with Essence, coming to a perfect
understanding of the weapon’s balance and behavior at the moment of release.
For each mote of Essence spent, the player may add 1 die to a Thrown attack
roll but cannot more than double her character’s dice pool. The player must
declare how much Essence she is going to use in this Charm prior to making the
attack roll.
Joint-Wounding
Attack
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Thrown: 3
Minimum Essence: 1
Prerequisite Charms:
Precision of the Striking
Raptor
The character attacks, not only attacks to
do damage, but to stun or cripple his opponent. The character attacks and
damage is rolled as normal. However, for every health level of damage the
attack inflicts, the target suffers a -1 penalty to all dice pools related to
physical activity until the end of the scene. It is up to the player and
Storyteller to describe how this is inflicted — it could be an injured hand,
slashed tendons or a stunning blow to the head. While a very small number of
creatures (such as animated statues of solid iron or marble) might be
unaffected by this attack, it works on automata, the undead and so forth.
Storytellers will have to work with players to help describe the attacks’
adverse effects on more exotic opponents.
Observer-Deceiving
Attack
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Thrown: 3
Minimum Essence: 2
Prerequisite
Charms: Joint-Wounding Attack
The art of thrown weapons is an art often
practiced by assassins and others who attack from ambush. Through the use of
this Charm, the character can mislead his target (or his target’s avengers) as
to his location, buying him a chance to escape or giving him a chance to make
further attacks. The Exalted makes an attack as normal, gaining no special
bonuses to attack or damage. However, attacks made using this Charm appear to
have been made from a totally different direction. For example, a character
attacking her target from behind might inflict a wound to the chest or side.
Obviously, the sight of the character actually hurling the knife will ruin the
effect, but the difficulty of the Awareness roll to spot the attacker is raised
by one (or more, at the Storyteller’s discretion).
Mist On Water Attack
Cost: 3 motes per turn
Duration: Instant
Type: Supplemental
Minimum Thrown: 4
Minimum Essence: 2
Prerequisite
Charms: Observer-Deceiving
Attack
The character strikes his unsuspecting
opponent with a weapon imbued with Essence, stifling her outcry and muting the
sensory impressions of the attack. The character may impose silence on the
attack for up to a number of turns equal to his Essence score, but he must pay
3 motes per turn of silence. If the target is killed outright by the attack,
her death will not be noticed for a number of turns equal to the length of the
silence. She will stand upright even though already dead, circumstances will
conspire to make her companions look away and assume she
us still alive, and so forth. If the target is still alive, she may react to
the attack normally, but she cannot speak or otherwise raise an alarm for a
number of turns equal to the silence’s length.
Obviously, someone seeing the target
fighting is likely to draw some obvious conclusions regardless of whether she
can speak or not. This Charm amplifies the natural shock of a surprise attack
and must be used from ambush — it has no effect when used against an alerted
opponent. It’s left up to the Storyteller’s discretion as to what qualifies as
“alerted.”
Falling Icicle
Strike
Cost: 6 motes
Duration: Instant
Type: Simple
Minimum Thrown: 5
Minimum Essence: 3
Prerequisite
Charms: Joint-Wounding Attack
This deadly Charm is the friend of
assassins everywhere. The Exalted charges her weapon with Essence and strikes
from surprise. The defender applies soak, and the attacker’s player rolls for
damage as normal, but doubles the number of successes when determining damage.
This Charm amplifies the natural shock of a surprise attack and must be used
from ambush — it has no effect when used against an alerted opponent.
Triple-Distance
Attack Technique
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Thrown: 2
Minimum Essence: 2
Prerequisite
Charms: None
The character imbues her arm and weapon
with Essence, lightening the weapon at the moment of launch and correcting for
tiny errors in aim. The weapon’s range is tripled for the purposes of
determining penalties based on distance to the target.
Cascade Of Cutting Terror
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Thrown: 3
Minimum Essence: 3
Prerequisite
Charms: Triple-Distance Attack
Technique
The character hurls dozens or even hundreds
of Essence duplicates of his favored throwing weapon, saturating an area with
countless attacks. The character doubles his Thrown pool for the purposes of
the attack, which cannot be dodged, only blocked. This attack effects only a single individual. However, it can be
used for utility purposes — for example, to clear tree branches and undergrowth
from the façade of an overgrown stepped pyramid or to ruin the rigging of a
ship. The thrown weapons fade away a few seconds after impact. The character
need not have any actual copies of the weapon he is conjuring.
Shower Of Deadly Blades
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Minimum Thrown: 5
Minimum Essence: 2
Prerequisite
Charms: Cascade of Cutting
Terror
The Exalted hurls a number of throwing
weapons with the same hand. The character makes one attack roll but applies the
result to every weapon. The weapons can be thrown at one or several targets
without penalty. The character cannot hurl more weapons than his Essence score
and must have enough ammunition. If this Charm is Comboed
with supplemental Charms, the cost of the supplemental Charms must be paid for
every weapon the character hurls.
Fiery Solar Chakram
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Thrown: 5
Minimum Essence: 3
Prerequisite
Charms: Cascade of Cutting
Terror
The character hurls a mote of burning light
at her target. This mote does a lethal damage of 6 + the number of extra
successes the character rolls on his attack and has a range of 100 yards.
Against demons, ghosts or other creatures of the night, the character may add a
number of automatic successes to her attack roll equal to her Essence score.
Ricochet Weapon Technique
Cost: 1 mote per
ricochet
Duration: Instant
Type: Supplemental
Minimum Thrown: 2
Minimum Essence: 2
Prerequisite
Charms: Precision of the Striking Raptor
The character can
bounce any thrown weapon off of an object and have it hit its intended target
without penalty. Each additional ricochet increases the cost of the Charm by
one mote of Essence. Bouncing a weapon off of a wall behind a target normally
allows the character to hit her target from behind, denying the target the
protection of cover or shields. Multiple ricochets can even allow the character
to hit targets hiding around corners. When using this Charm, rolls to hit
targets that the character cannot see are at +1 difficulty if the target’s
exact position is known, or at difficulty +2 if the
character is aiming by sound or intuition.
Reaping The Bloody Wheat
Cost: 6 motes
Duration: Instant
Type: Extra action
Minimum Thrown: 4
Minimum Essence: 3
Prerequisite Charms:
Ricochet Weapon Technique
When a character
makes a Thrown attack using this Charm, the weapon ricochets from one target to
the next, until it finally returns to the character’s hand at the end of the
turn. The weapon makes a number of separate attacks equal to the character’s
Thrown score. Each target must be in range and no target can be hit more than
once per turn with this attack. Each attack is made at the character’s normal
Thrown dice pool, with no subtractions for multiple actions. If an attack
misses, the weapon continues on to its next target. However, if any of these
rolls botch, the weapon hits an unintended target and drops to the ground.
Rolling a botch means that a character may be hit by her own
weapon.
Whirling Razor Guardian Technique
Cost: 7 motes, 1 Willpower
Duration: One
scene or special
Type: Simple
Minimum Thrown: 5
Minimum Essence: 3
Prerequisite
Charms: Reaping the Bloody Wheat
Once thrown, a
weapon using this Charm continues to strike targets for the duration of the
scene. Bouncing off of trees, walls, targets and the ground, the weapon make
one attack on a target each turn. Once the weapon is in motion, the attacking
character need not worry about it, and can act normally without any penalty.
When the weapon is thrown, the character must decide whom it will attempt to
strike each turn. This choice cannot be changed once made, and the weapon
cannot be recalled once set in motion. If a target dies or moves out of range,
the weapon continues on to its next target. Each attack is made at the
attacking character’s normal Thrown dice pool, at the character’s initiative
for the turn.
This Charm ends if
the caster flees or dies, or once the weapon has failed to inflict damage on a
number of attacks equal to the attacker’s Permanent Essence score. Such failure
may stem from the target’s dodge or parry or because the weapon struck
successfully but did no damage. The weapon can be attacked at difficulty 4; if
successfully struck, it is batted from the air and its deadly rampage ends. If
an attack roll for the weapon botches, the weapon strikes an unintended target ―
a person or an object ― and the Charm fades. If the Charm is used on
several successive turns, a character can fill the air around him with deadly
blades.
Returning Weapon Concentration
Cost: 4 motes
Duration: One
scene
Type: Supplemental
Minimum Thrown: 3
Minimum Essence: 1
Prerequisite
Charms: Precision of the Striking Raptor
Any thrown weapon
used by the character in this scene returns to his hand at the end of the turn
in which it was thrown. Even if the weapon hits and damages an opponent, it
flies from the wound to its owner’s hand. Using this Charm, a character need
not worry about running out of weapons to throw. However, a botch on any Thrown
roll prevents that weapon from returning.