Thrown Charms

 

Seeking Throw Technique

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Thrown: 2

Minimum Essence: 1

Prerequisite Charms: None

Close alignment with the element of Air considerably simplifies the task of hurling deadly objects at opponents. With an infusion of Essence, the Dragon-Blooded forges a path through the air to her target, ensuring her missile’s true and deadly flight. For each mote of Essence spent on the Seeking Throw, the player may add two dice to a Thrown attack roll. This cannot increase the character’s dice pool by more than her Thrown Ability rating. The player must declare how much Essence she is infusing into the Charm before making the attack roll.

 

Loyal Weapon

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: Seeking Throw Technique

This Charm allows an Exalt to ensure that a particularly valuable weapon (or weapons) will return safely to her hand. When she first hurls the weapon, the Dynast attaches an invisible rope of wind to it, pulling it back to her hand when its path is spent. Whether it hits its target or not, a Loyal Weapon instantly flies back through the air to the character’s hand, available for use next turn.

This Charm works on any weapon at all, not just those usually thrown. A daiklave may be hurled as easily as a group of shuriken. Melee weapon thrown using this Charm have the same accuracy, speed and damage as they would if melee weapons and a range in yards equal to 10 times the character’s Essence, but they use the character’s Thrown Ability, rather than her Melee.

Anyone in the weapon’s path, other than the target, may attempt to grab the weapon as his action, assuming that he has an action available. The weapon can be caught with a successful Dexterity + Athletics roll, but the player of the character catching the weapon must succeed at an immediate, reflexive opposed Strength + Athletics roll with the Loyal Weapon’s master’s player, or fail to stop the weapon’s progress.

 

Persistent Hornet Attack

Cost: 3 motes

Duration: Essence in turns

Type: Simple

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: Loyal Weapon

Currents of elemental Air can be used to sustain a thrown missile’s deadly flight long after its energy would normally be spent. The character infuses the Essence of air into an item and hurls it at his opponent as normal. But unlike a normal hurled attack, this thrown weapon takes on a life of its own, continuing to circle and attack for a number of turns equal to the attacking character’s Essence.

A weapon or item enchanted with Persistent Hornet Attack strikes a single target each turn with the attacking character’s Perception + Thrown skill. The weapon acts on the same initiative as the character’s each turn. Once a weapon has been assigned a target, the character can’t change the target. The weapon can be attacked as if it was a normal character, but the difficulty to hit it is the throwing character’s Essence. If struck, the weapon does not soak ― it is immediately knocked from the air and become inert.

The character must declare he is invoking this Charm when he first throws the weapon it is used on. If the attacker uses Persistent Hornet Attack as part of a Combo, the daggers must repeat the use of the other Charms in the Combo exactly. The character should pay the cost of the additional Charms each time the dagger uses them, but need not pay the Willpower every turn.

 

Invisibly Hidden Chakram Method

Cost: 10 motes per weapon and 1 Willpower

Duration: Instant

Type: Simple

Minimum Thrown: 4

Minimum Essence: 3

Prerequisite Charms: Persistent Hornet Attack

To invoke this potent Charm, the character simply tosses a weapon (or weapons) into the air and sends it Elsewhere for later use. At a later time, the Exalted can release the weapon back into the material world. The weapon must be designed to be thrown and be of a type that the Dragon-Blooded is actually familiar with and skilled in throwing himself.

Attacking with one or more of these waiting weapons is a reflexive action that must be done at the same time that the character takes his regular action, and it can be done in conjunction with any other normal simple action.

Aside from that fact, it is a normal, reflexive Dexterity + Thrown attack, which can be modified by Charms as usual. The waiting weapons may be used as part of a Combo, but the Combo can only apply to the hidden weapons, cannot include an Extra Attack-type Charm and must include every hidden weapon called up in the turn.

There is no limit to the number of weapons concealed by the Invisible Hidden Chakram Method that a Dragon-Blood can release in one turn, and each is thrown with the Exalt’s full Dexterity + Thrown pool at the time of its appearance. The hidden weapons originate from the character’s location and are clearly part of an attack on that character’s part. A Dragon-Blooded character can maintain as many invisibly hidden weapons as his Essence Trait x 2. These weapons are as impossible to sense as anything hidden Elsewhere.

 

Whirlwind Shield Form

Cost: 3 motes + 1 mote for each additional person protected

Duration: One scene

Type: Simple

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: None

Whirling currents of air surround the Exalt, deflecting ranged attacks aimed at her. Each time a ranged attack is directed at a character using Whirlwind Shield, the character’s Essence acts as a number of automatic successes that are subtracted from any attempt by an attacker to make a ranged attack roll against the target.

This Charm can be used upon a group if the character so wishes, but characters so protected must remain within range of the character’s perception. The Exalted must commit an additional mote per companion so protected.

 

Vengeful Gust Counterattack

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Thrown: 4

Minimum Essence: 2

Prerequisite Charms: Whirlwind Shield Form

Beyond just deflecting an enemy’s attack, Vengeful Gust Counterattack lets a character strike back at the one assaulting her. Upon being made the target of a ranged attack that she is aware of, the player of a character that knows this Charm may make an immediate Dexterity + Thrown check as an opposed defensive roll in place of a dodge or parry attempt.

If this roll exceeds the attacker’s roll, the missile’s path is reversed. It is hurled back to its point of origin, striking with a number of successes equal to the extra successes on the defending character’s player’s Dexterity + Thrown roll.

This Charm is not an all-or-nothing proposition. Even if the defender fails to score extra successes on her Dexterity + Thrown roll, she still subtracts the successes she got from the attacker’s roll, just as if the character was dodging or parrying the attack.

If the Exalt has Whirlwind Shield Form active when she activates Vengeful Gust Counterattack, the character’s Essence is subtracted from the attack before the results of the Dexterity + Thrown roll are applied to it, allowing stronger counterattacks. If the character is the target of an area-of-effect attack such as the Death of Obsidian Butterflies, the Whirlwind Shield Form protects only her own person, but the attack can still be deflected. This means that, for example, a sorcerer who targets multiple Air-aspected Dragon-Blooded with such a spell may be struck multiple times with its effect due to this Charm.

 

Wind Weapons

Cost: 3 motes per weapon

Duration: Instant

Type: Simple

Minimum Thrown: 5

Minimum Essence: 3

Prerequisite Charms: Persistent Hornet Attack, Vengeful Gust Counterattack

Once sufficient connection with the Air Dragon has formed, the skilled Dragon-Blooded can move beyond even the need for a weapon to throw at his opponent. By infusing the air itself with Essence, the character solidifies it, forming indistinct yet glittering patterns of icy wind ― weapons from the very substance of air itself. Such insubstantial weapons are too unstable for melee combat, but they are eminently suited for ranged attacks.

A wind weapon has a base damage and accuracy equal to the character’s permanent Essence and a range equal to 10 times this value. It is also possible to create more than one wind weapon at once, so long as the Essence cost is paid for each. The maximum number of weapons that can be created in a single turn with this Charm is equal to the character’s permanent Essence.

Once created, the wind weapon is thrown as a reflexive action, using the characters Dexterity + Thrown, plus the accuracy of the weapon and any appropriate modifiers for a ranged attack. If multiple weapons are created, they are all thrown at once and can be thrown at one or at multiple targets. The wind weapons can’t be handed to anyone else or used in melee combat. This Charm cannot be put in a Combo with Extra Action-type Charms. If the character throws multiple wind weapons, each is thrown at his full dice pool.

Wind Weapons have real substance for the Charm’s short duration and can be used for purposes other than simple attacks. For instance, a wind knife can sever a rope or knock an item out of someone’s hand as easily as any other thrown knife can.

 

Wind Armor Technique

Cost: 1 mote per 1B/1L

Duration: One scene per point of permanent Essence

Type: Simple

Minimum Thrown: 5

Minimum Essence: 3

Prerequisite Charms: Vengeful Gust Counterattack

By further refining the control needed to form a Whirlwind Shield, the character learns to form invisible armor from the surrounding air. While a Whirlwind Shield only protects against ranged weapons, Wind Armor Technique forms a barrier to any assault upon the character.

The Wind Armor has a 1B/1L soak rating for every mote of Essence committed to it and has no mobility penalty or fatigue value. Wind Armor appears as a cocoon of violently swirling winds surrounding the character invoking it. The maximum rating of this armor is the character’s permanent Essence. This armor is fully compatible with and additive to physical armor.

Wind Armor Technique can also be used on others, but they cannot move farther 5 x the Exalt’s permanent Essence in yards away, or the effect immediately fades. The use of this Charm on others is at the normal price ― one mote per 1L/1B of the armor ― and must be spent for every target armored.

 

Crosswind Offense

Cost: 1 mote per penalty cancelled

Duration: Instant

Type: Supplemental

Minimum Thrown: 2

Minimum Essence: 1

Prerequisite Charms: Seeking Throw

This is the first of what are collectively known as the Crosswind Techniques, a group of Charms predicated on emulating and channeling Essence in a manner similar to the Essence within the very wind, first taught centuries ago by their creator, “WindtamerCynis Mond. The eccentric innovator no longer teaches the Techniques he once claimed were mere by-products of his other studies of the Essence of the winds, but the collection of Charms is so widespread today that instruction is available practically anywhere.

The Crosswind Offense is a technique by which a Terrestrial may imbue both weapon and throw with wind-like Essence in order to guide the throw accurately in a wide arc instead of a straight line, with the purpose of bypassing a shield or cover with a lateral attack. This technique costs 1 mote of Essence per difficulty penalty due to shields or cover bypassed.

 

Crosswind Feint

Cost: 3 motes

Duration: Instant

Type: Extra Action

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: Crosswind Offense

“One: As the wind shepherds a leaf, shepherd the target. Two: As the wind drives the rain, drive your weapon to the target.” These are Windtamer’s words on the subject of this Charm, often quoted by teachers of this technique. Activating this Charm, the Exalt uses a feinted attack to trick a target into dodging into a second attack, the true attack.

To use this Charm, the attacking character splits his action into two actions. The player rolls one attack using his character’s Manipulation + Thrown at -2 dice with a difficulty of 1. If this attack is successful, it does no damage, but instead, note the extra successes rolled on the attack. The second action is a normal Dexterity + Thrown attack at -3 dice. The extra successes on the first roll reduce the target’s dice on any attempts to dodge the second throw.

 

Crosswind Gale

Cost: 2 motes

Duration: Instant

Type: Simple

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: Crosswind Offense

Learning to more fully emulate the Essence of wind, a Terrestrial with this Charm can throw her weapon with the terrible force of hurricanes, sending her target flying through the air.

The attack is rolled normally, a successful hit does damage as usual and also knocks the target back (the attacker’s Essence + attack successes) yards. This attack may be blocked and dodged as usual, though a block is only useful against the damage, not the knockback.

 

Crosswind Empowerment Technique

Cost: Motes equal to base damage of the empowered weapon

Duration: Instant

Type: Simple

Minimum Thrown: 2

Minimum Essence: 2

Prerequisite Charms: Crosswind Offense

Using a more focused version of the principles behind the Crosswind Gale technique, a Dragon-Blood utilizing this Charm may imbue his thrown weapons with highly concentrated, wind-like Essence. Weapons thus empowered are only vehicles for this pure force, which will find its way through even the smallest chink in the target’s armor. Attacks made using this Charm are treated as piercing attacks, halving the target’s lethal armor soak.

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