Thrown Charms

 

Hungry Missile Technique

Cost: 1 mote per die

Duration: Instant

Type: Reflexive

Minimum Thrown: 2

Minimum Essence: 1

Prerequisite Charms: None

Suffused with malevolent hunger, the character's weapon leaps from her hand and turns in flight to pursue its prey. After the target declares any defense, the Abyssal may activate this Charm to subtract one die per mote spent from the target's player's defense roll against a single Thrown attack the Abyssal makes. The Abyssal cannot spend more motes powering this Charm than are required to reduce a victim's dice pool to his permanent Essence rating. If the target has Charms or other effects that allow multiple forms of defense, Hungry Missile Technique applies only to the first defense.

 

Lightning Clutch Of The Raptor

Cost: 1 mote (4 motes against area attacks)

Duration: Instant

Type: Reflexive

Minimum Thrown: 4

Minimum Essence: 2

Prerequisite Charms: Hungry Missile Technique

A character with this Charm moves with impossible speed, plucking arrows and other missile weapons from the air before they can hit her. The Abyssal may reflexively parry any ranged attack she is aware of with her full Dexterity + Thrown. If this roll leaves the attacker with no successes, the Exalt has successfully caught the projectile and may subsequently do with it whatever she wishes. Even if the defender fails to score more successes than her attacker, she still reduces the damage of the attack as normal, so the Charm is not an all-or-nothing proposition. The speed at which the character grabs incoming missiles is sufficient to douse most fires, including flames set by the Solar Charm Fiery Arrow Attack. The character cannot parry bolts of Essence or other purely mystical projectiles unless she has a permanent Essence of 3 or higher. If an Abyssal fully parries an intangible missile, it disperses harmlessly against her palm.

Lightning Clutch of the Raptor may also be used to defend against ranged area-of-effect attacks such as the Death of Obsidian Butterflies. This use costs 4 motes instead of 1, and the character only deflects missiles threatening her. Otherwise, parrying an area assault follows the same rules as any other application of this Charm.

 

Incomparable Assassin Method

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: Hungry Missile Technique

An Abyssal with this Charm instinctively knows where and how to throw his weapon to deliver a fatal blow. The player makes an attack roll as normal, but the damage is doubled after it is rolled. However, if this not enough to kill the target outright, the strike only inflicts one automatic unsoakable health level of damage. As an ancillary benefit, the character's attack inflicts lethal damage (at least 1L) if it didn't already, so this attack can be used to throw tiny or unconventional weapons such as dominos with Range 10, Accuracy +0, Rate 3.

 

Aid Of Ill Wind

Cost: 2+ motes

Duration: Instant

Type: Supplemental

Minimum Thrown: 3

Minimum Essence: 2

Prerequisite Charms: None

The Abyssal lightens her weapon as she launches it, buoying its flight with a spectral gust summoned from the Underworld. The weapon's range increases by one factor for every 2 motes spent. Thus, a character that spends 2 motes doubles her attack's range, while one who spends 4 motes triples it, etc. Characters cannot spend more 2-mote increments activating this Charm than they have points of permanent Essence.

 

Ivory Spine Attack

Cost: 1 mote per needle

Duration: Instant

Type: Reflexive

Minimum Thrown: 4

Minimum Medicine: 1

Minimum Essence: 2

Prerequisite Charms: Aid of ill Wind

With a subtle flick of her wrist, an Abyssal who knows this Charm may extrude a slender bone needle from her palm or fingertip. The needle itself is quite small — no more than the length of a child's finger — but its paralytic venom coating helps make up for its size. Needles created with this Charm have a base lethal damage and Accuracy equal to the character's Essence rating and a Range in yards of five times this value. Without other magic, a character cannot throw more than three needles per turn. Note that needles do not add Strength for determining damage, although attack successes contribute normally. Needles remain envenomed for one hour after creation. Players of unarmored characters struck by a poisoned needle must reflexively roll Stamina + Resistance against a difficulty of the Abyssal's Medicine score. Exalted victims whose players fail this roll suffer levels of unsoakable lethal damage equal to the deathknights Essence. UnExalted victims whose players fail die painfully after one day unless treated with curative magic. The Abyssal Exalt is naturally immune to her own poison.

 

Thousand Needle Torrent

Cost: 12 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Simple

Minimum Thrown: 5

Minimum Essence: 3

Prerequisite Charms: Ivory Spine Attack

The character channels Essence through her entire skeleton, growing hundreds of Essence-laden bone needles similar to those produced with Ivory Spine Attack. Within seconds, the needles tear through her skin at high velocity, saturating the immediate area with razor-sharp spikes. Everyone within five yards of the Exalt suffers lethal damage (soaked normally) equal to the Abyssal's Stamina + Thrown + Essence.

This damage is reduced by one die for every yard further out, so victims six yards away suffer (Stamina + Thrown + Essence - 1 )L, etc. This damage cannot be dodged or blocked without a stunt or Charm. Successes on dodge or block attempts reduce the damage by 1L per success. Needles created with this Charm disintegrate seconds after their explosive flight. Armored characters may not use this Charm, as their armor blunts the explosion.

 

Burrowing Bone Maggot

Cost: 8 motes, 1 Willpower

Duration: Varies

Type: Simple

Minimum Thrown: 5

Minimum Essence: 3

Prerequisite Charms: Ivory Spine Attack

With this Charm, an Abyssal may fling a burrowing splinter of gleaming bone at his target. Upon striking a living victim, the spine rapidly burrows into her body and begins its painful journey to her heart. The needle has the same statistics as one created with Ivory Spine Attack, although it is not poisonous. Rather, if it successfully hits a victim, it begins inflicting one die of unsoakable lethal damage each minute. This damage continues until the victim dies or the Abyssal wills the needle to temporarily stop. The Abyssal can later will the needle to resume its path at any time. The spine itself remains in existence as long as the Abyssal leaves Essence committed to it or until its victim dies. Skilled doctors can sometimes remove a Burrowing Bone Maggot, but the Dexterity + Medicine roll for such surgery has a minimum difficulty of 4 and requires a sharp knife and the surgeon's undivided dice action for 10 turns (half a minute).

 

Pitiless Scything Razor

Cost: 7 motes

Duration: Instant

Type: Extra Action

Minimum Thrown: 5

Minimum Essence: 2

Prerequisite Charms: Incomparable Assassin Method, Aid of Ill Wind

A thrown weapon enchanted with this Charm becomes an extension of its owner's malice, arcing and ricocheting from one target to the next like a swooping bird of prey. The weapon makes a number of separate attacks equal to the character's Thrown score. Each attack is made at the Abyssal's full dice pool, with no subtractions for multiple actions. If an attack misses, the weapon simply moves on to its next target. However, if any roll botches, the weapon strikes an unintended victim and falls to the ground. Otherwise, the weapon faithfully returns to its master's hand at the end of the turn. All targets of Pitiless Scything Razor must be in range when the character first throws the weapon, and no target may be hit more than once with a given weapon during a single use of this Charm.

 

Ravening Crimson Chakram

Cost: 6 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Thrown: 5

Minimum Essence: 3

Prerequisite Charms: Pitiless Scything Razor

Imbued with a measure of its master's bloodlust, a weapon enchanted with this Charm leaps from its master's hand to slake itself on the life energy of its prey. Ravening Crimson Chakram duplicates the effects of Pitiless Scything Razor with two key differences: First, the thrown weapon can attack the same target more than once. Second, the weapon actually feeds when it hits, absorbing 1 mote of Essence for every health level of damage inflicted after soak. If the Abyssal's player does not botch any attack rolls, the deathknight gains all harvested motes when he recovers his weapon at the end of the turn. Soulsteel throwing weapons also drain motes as normal for each attack.

 

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