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View Full Version : [Exalted] Solar Thrown–Yours Is The Daiklave That Will Break Through the Heavens!



The Demented One
2009-10-20, 06:22 PM
Fulminating Solar Incandescence
Cost: 5m
Mins: Thrown 5, Essence 4
Type: Reflexive (Step 1)
Keyword: Combo-OK, Holy, Obvious
Duration: Until discharged
Prerequisite Charms: Spirit Weapons

The weapons of the Lawgivers bear the full fury of the glorious sun. This Charm charges a single thrown weapon held by the Solar with radiant light, a golden aura that wreathes it in holy majesty. Upon striking an enemy, this golden aura discharges in a shining conflagration that deals 10L damage to all characters within (Essence x 5) yards of the victim, which is aggravated against creatures of darkness. The victim of the original attack cannot avoid this blast except by invoking a Charm to perfectly dodge or parry it; against other characters, it is treated as having a number of successes on the attack roll equal to those rolled on the original attack. The golden aura remains if the weapon is thrown but misses, allowing the Lawgiver to gain its benefit if he can retrieve the weapon. However, the charge never lasts past the scene in which it was invoked. The Lawgiver may charge only one weapon at a time with this Charm.

Inevitable Thunderbolt-Flinging Hand
Cost: 4m (+1wp)
Mins: Thrown 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Knockback
Duration: Instant
Prerequisite Charms: Falling Icicle Strike

To defy the Lawgiver in his righteousness is to stand against an unstoppable force. This Charm supplements a Thrown attack, causing it to drive back its victim (Essence) yards if it deals any damage. In addition, if this knockback drives the Lawgiver’s foe back into a hard surface, they risk being pinned to it. The Solar may spend a point of temporary Willpower to reflexively attempts to clinch his enemy, rolling (Strength + Thrown) instead of the normal ([Strength or Dexterity] + Martial Arts). Rather than rolling to renew the clinch each action, the result rolled on this original attempt is applied each time; the enemy makes a new roll each action as normal. This ranged clinch functions just as a normal one, except that the Solar is free to continue acting normally, and that he cannot crush or throw his enemy–only continue holding him.

Rebounding Happenstance Strike
Cost: 3m
Mins: Thrown 4, Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Call the Blade

Fortune favors the bold, and few are bolder than the Sun’s Chosen. Whenever a Thrown attack the Solar makes misses, he may invoke this Charm to make a counterattack in Step 9, causing his weapon to rebound off some surface and once again strike the same foe (Note that this Charm is exceptional in that the Solar can only invoke it to make a counterattack during his own attack, rather than a foe’s).

Spiritual Arsenal Prana
Cost: –
Mins: Thrown 4, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Spirit Weapons

The arms of the sun are forged of gold, and the Lawgivers can pull them forth from nary but a sunbeam if need be. This Charm permanently enhances the Solar’s Spirit Weapons Charm. When invoking it, he may produce any Thrown artifact weapon with a dot rating of half his Essence or less. The cost to create these weapons is equal to their attunement cost, and those motes are automatically committed to the weapon without requiring any action on the Solar’s part. All the weapons summoned by this Charm gain the material benefits of orichalcum, assuming they can be made of the magical materials.