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.

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