Air Charms -- Thrown
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Thrown
Concept: Weapon Sets
A 'set' of thrown weapons is typically 8 - 10 throwing knives or darts. Javelins and short spears come in packs of six. A chakram is normally a single weapon, although they sometimes come in matched pairs. Artifact throwing weapons are larger and heavier then their mundane counterparts, and are commonly produced in sets of five (one for each Dragon or station of the Sun).
For the purposes of Thrown Charms that affect 'sets' of throwing weapons, the Storyteller should consider increasing the cost of certain Charms if a character is trying to use them to enchant vast numbers of weapons at a time (or simply disallow such abuses).
Editing History
16/04/12 - Added Bladed Scales of Mela. Nerfed Loyal Weapon and Knife-Cyclone Technique to bring them more in line with general lethality levels. Balance and wording changes to Deadly Blades of the Five Dragons. General edits for clarity, balance, and format.
Air Charms -- Thrown
Bladed Scales of Mela
Cost: --
Minimums: Thrown ●●●, Essence ●●
Type: Permanent
Action: None
Keywords: Elemental, Harmonious, Intrinsic
Duration: Permanent
Prerequisites: None
This Charm expands and improves Mela's General Charms and Abilities, granting them additional elemental effects. These elemental effects apply only to Thrown attacks or when the character enhances a Thrown roll.
Air extends the character's reach. When she enhances a Thrown attack with [Mela's] Essence Overwhelming, she doubles its range. Earth leaves no gap in the character's defenses. When she attunes to a Thrown weapon, she adds +2 to its Defense bonus. Fire brings swift ruin to the character's enemies. An attack or magical flurry of attacks enhanced with [Mela's] Essence Overwhelming is Speed 6. Water Aspects are talented generalists, recognizing the need to free up essence for other tasks. The character reduces the cost of attuning to a thrown weapon by her [Essence], to a minimum of 0m. Wood essence helps the character seek out an opponents vital organs. Attacks enhanced with [Mela's] Essence Overwhelming double the Accuracy bonus of the weapon.
Loyal Weapon
Cost: 1m or 3m (committed)
Minimums: Thrown ●●●, Essence ●●
Type: Permanent
Action: Dramatic
Keywords: Intrinsic
Duration: Permanent
Prerequisites: None
Dragon-Blooded use this Charm to attach invisible ribbons of air to their throwing weapons, allowing them to return them to their hands. The character commits 1 mote of essence to the weapon to attach the ribbon. This affects a single Artifact weapon (in which case the character must commit the essence in addition to any regular attunement costs), or an entire 'set' of non-artifact weapons. If the character owns a set of Artifact weapons, she may enchant all of them for a flat cost of 3 motes. When used as part of a Thrown attack, the weapon flies back to the character's hand on the next initiative tick. If the character is not holding the weapon, she can summon it to her hand as long as she has line of sight to it. This Charm can only affect weapons the character has ownership of.
At Essence 3+, this Charm can affect weapons that only exist in the moment of the attack, such as projectiles generated by Elemental Bolt Attack. The character adds 1m to the cost of the Charm that generates the projectile and the instead of dispersing, the energy returns and gathers around her hands, ready to be thrown again and requiring no no reactivation of the original effect. She cannot hold onto the energy forever, and she must throw the projectile again within [Essence] actions.
Invisibly Hidden Chakram Method
Cost: 2m, 3m, or 5m
Minimums: Thrown ●●●●, Essence ●●●
Type: Permanent
Action: Dramatic or Reflexive
Keywords: None
Duration: Permanent
Prerequisites: Loyal Weapon
This Charm allows a character to send her throwing weapons to Elsewhere, storing them for later use. It costs 2 motes to store a 'set' of normal throwing weapons, 3 motes to store an Artifact weapon, or 5 motes to store sets of Artifact weapons. A character can store only one weapon set (or a number of individual Artifact thrown weapons equal to her [Essence]) at a time in this fashion. In order to hide her weapons Elsewhere, the character must briefly handle and meditate over them, as though she were preparing to attune to them. After this ritual, retrieving or storing the weapons from Elsewhere is a reflexive action.
In many cases, pulling weapons out of thin air will be an Obvious effect. Some Air Aspects make a show of pulling stored weapons out of their sleeves and clothing or 'concealing' them in fans and elaborate hair ornaments.
Persistent Hornet Attack
Cost: 3m
Minimums: Thrown ●●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: Obvious
Duration: [Essence] in actions
Prerequisites: None
The character can use the element of Air to give her thrown weapons a life of their own, harrying her targets with additional attacks. A weapon empowered by this Charm hovers in air around its target and makes an attack every six ticks until it has made a number of attacks equal to the character's [Essence]. These attacks use the Exalt's full [Dexterity] + [Thrown] pool. The Dragon-Blooded must remain within [Essence x 10] yards of the projectile and maintain line of sight, or the Charm ends. Finally, the character can maintain a number of invocations of this Charm equal to her [Essence] at once.
The target of this Charm (or anyone else) can attempt to knock the weapons out of the air. Doing so requires an attack roll against the weapon with a difficulty equal to the weapon's [Defense + the Exalt's Essence]. A successful attack knocks the weapon out of the air and ends this Charm.
Knife-Cyclone Technique
Cost: 7m, 1W
Minimums: Thrown ●●●●, Essence ●●
Type: Extra Action
Action: Standard
Keywords: None
Duration: Instant
Prerequisites: None
This Charm allows the character to hurl a wave of blades in every direction. She may make up to her [Essence x 2] Thrown attacks, but may attack each target only once. At the Storyteller's discretion, very large targets may be subject to multiple attacks from this Charm.
Whirlwind Shield Form
Cost: 3m + 1m per ally
Minimums: Thrown ●●●, Essence ●●
Type: Simple
Action: Swift
Keywords: None
Duration: One Scene
Prerequisites: None
Dragon-Blooded use this Charm to protect themselves and allies from ranged attacks. While this Charm is active, the difficulty of all ranged attacks made against the character is increased by her [Essence]. Additionally, the raw damage of all ranged attacks is reduced by the character's [Thrown], as a result of lost momentum. Allies can only be protected by this Charm if they are within [Thrown + Essence] yards of the character.
Air Dragon's Breath
Cost: 2m
Minimums: Thrown ●●●, Essence ●●
Type: Supplemental
Action: None
Keywords: Obvious
Duration: One Action
Prerequisites: Whirlwind Shield Form
This Charm empowers the character's weapons to strike incorporeal beings. When activated, the character's weapons are surrounded by a ghostly whirlwind of blue light that can strike ghosts and dematerialized spirits as through they were material.
Vengeful Gust Counterattack
Cost: 2m, 4m, or 6m
Minimums: Thrown ●●●●, Essence ●●
Type: Reflexive
Action: Reaction
Keywords: Counterattack, Obvious
Duration: Instant
Prerequisites: Whirlwind Shield Form
This Charm allows a Dragon-Blooded to turn ranged attacks back on her foes. When the character is subject to an Archery or Thrown attack, the character activates this Charm and rolls [Dexterity] + [Thrown]. Each success subtracts from the attacker's successes, if her successes exceed the attacker's the projectile reverses course, attacking her opponent with a number of attack dice equal to her net successes. For 4 motes, the character can use this Charm to defend an ally, who must be within [Thrown + Essence] yards.
At Essence 4+ a Dragon-Blooded may use this Charm to attempt to reverse any ranged attack, including energy weapons, artillery, and area-of-effect spells. Spells of the Celestial and Solar Circle cannot be reversed. Used in this fashion, the Charm costs four motes or six motes for allies.
Elemental Armor Technique
Cost: 1m per 2B/1L or 2m per 2B/1L
Minimums: Thrown ●●●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: Elemental, Harmonious, Obvious, Poison (Wood)
Duration: One Scene
Prerequisites: Vengeful Gust Counterattack
This Charm surrounds the character in a swirling vortex of elemental energy. Each mote of essence spent increases the character's soak by 2B/1L. Elemental Armor Technique can protect allies as well, with an increased cost of 2m for each 2B/1L. The Dragon-Blooded can spend up to her dots in [Thrown] on herself and each individual ally.
In addition to soak, this Charm has an elemental effect based on the character's Aspect. Elemental Armor Technique is slightly less effective when protecting an ally, and they do not gain any secondary effects.
Air surrounds the character with swirling winds, increasing the difficulty of ranged attacks that target her by her [Essence]. Earth hardens the character's skin, providing an additional +8B/+4L soak. Fire surrounds the character with choking ash and embers, increasing the difficulty of hand-to-hand attacks that target her by her [Essence]. Water softens an opponents blows, reducing the raw damage of all attacks by 2. Wood surrounds the character with poisonous pollen and spores, imposing a -2 external penalty on all actions if an opponent is within [Essence] yards of the Exalt.
Deadly Blades of the Five Dragons
Cost: 1+m, 3m, or 5m
Minimums: Thrown ●●●●●, Essence ●●●
Type: Simple or Supplemental
Action: Swift or None
Keywords: Elemental, Harmonious, Knockback (Earth), Obvious, Poison (Wood)
Duration: One Scene
Prerequisites: Persistent Hornet Attack, Vengeful Gust Counterattack
This Charm functions in one of two ways. The first costs one mote of essence and allows the character to sheathe a throwing weapon in elemental energy as a Supplemental effect.
Air weapons have a piercing value equal to the character's [Thrown]. Earth weapons strike with the force of an avalanche, knocking the target prone. Fire weapons deal an additional [Essence +4]L fire damage. Water weapons fill the target's lungs with water, delaying their next action by 3 ticks. Wood weapons expose the target to a plant toxin, dealing an additional [Essence + 2]L damage and inflicting a stacking -1 external penalty on all of the target's rolls for the rest of the scene.
A character can add additional elemental effects after the first one when she activates this Charm as a Supplemental effect. Each additional element unleashed costs 1m.
The second function of this Charm allows the character to shape weapons from her anima banner. For 3 motes, the character creates a set of ten normal throwing weapons. For five motes the character creates up to her [Essence x 2] Artifact throwing weapons. These are the equivalent of any Artifact ● or ●● throwing weapon. If the character knows Loyal Weapon she may automatically apply its effects to any weapons created with this Charm without the normal need to handle them for five minutes. Created weapons disperse into raw elemental essence at the end of the scene.
Concept: Weapon Sets
A 'set' of thrown weapons is typically 8 - 10 throwing knives or darts. Javelins and short spears come in packs of six. A chakram is normally a single weapon, although they sometimes come in matched pairs. Artifact throwing weapons are larger and heavier then their mundane counterparts, and are commonly produced in sets of five (one for each Dragon or station of the Sun).
For the purposes of Thrown Charms that affect 'sets' of throwing weapons, the Storyteller should consider increasing the cost of certain Charms if a character is trying to use them to enchant vast numbers of weapons at a time (or simply disallow such abuses).
Editing History
16/04/12 - Added Bladed Scales of Mela. Nerfed Loyal Weapon and Knife-Cyclone Technique to bring them more in line with general lethality levels. Balance and wording changes to Deadly Blades of the Five Dragons. General edits for clarity, balance, and format.
Air Charms -- Thrown
Bladed Scales of Mela
Cost: --
Minimums: Thrown ●●●, Essence ●●
Type: Permanent
Action: None
Keywords: Elemental, Harmonious, Intrinsic
Duration: Permanent
Prerequisites: None
This Charm expands and improves Mela's General Charms and Abilities, granting them additional elemental effects. These elemental effects apply only to Thrown attacks or when the character enhances a Thrown roll.
Air extends the character's reach. When she enhances a Thrown attack with [Mela's] Essence Overwhelming, she doubles its range. Earth leaves no gap in the character's defenses. When she attunes to a Thrown weapon, she adds +2 to its Defense bonus. Fire brings swift ruin to the character's enemies. An attack or magical flurry of attacks enhanced with [Mela's] Essence Overwhelming is Speed 6. Water Aspects are talented generalists, recognizing the need to free up essence for other tasks. The character reduces the cost of attuning to a thrown weapon by her [Essence], to a minimum of 0m. Wood essence helps the character seek out an opponents vital organs. Attacks enhanced with [Mela's] Essence Overwhelming double the Accuracy bonus of the weapon.
Loyal Weapon
Cost: 1m or 3m (committed)
Minimums: Thrown ●●●, Essence ●●
Type: Permanent
Action: Dramatic
Keywords: Intrinsic
Duration: Permanent
Prerequisites: None
Dragon-Blooded use this Charm to attach invisible ribbons of air to their throwing weapons, allowing them to return them to their hands. The character commits 1 mote of essence to the weapon to attach the ribbon. This affects a single Artifact weapon (in which case the character must commit the essence in addition to any regular attunement costs), or an entire 'set' of non-artifact weapons. If the character owns a set of Artifact weapons, she may enchant all of them for a flat cost of 3 motes. When used as part of a Thrown attack, the weapon flies back to the character's hand on the next initiative tick. If the character is not holding the weapon, she can summon it to her hand as long as she has line of sight to it. This Charm can only affect weapons the character has ownership of.
At Essence 3+, this Charm can affect weapons that only exist in the moment of the attack, such as projectiles generated by Elemental Bolt Attack. The character adds 1m to the cost of the Charm that generates the projectile and the instead of dispersing, the energy returns and gathers around her hands, ready to be thrown again and requiring no no reactivation of the original effect. She cannot hold onto the energy forever, and she must throw the projectile again within [Essence] actions.
Invisibly Hidden Chakram Method
Cost: 2m, 3m, or 5m
Minimums: Thrown ●●●●, Essence ●●●
Type: Permanent
Action: Dramatic or Reflexive
Keywords: None
Duration: Permanent
Prerequisites: Loyal Weapon
This Charm allows a character to send her throwing weapons to Elsewhere, storing them for later use. It costs 2 motes to store a 'set' of normal throwing weapons, 3 motes to store an Artifact weapon, or 5 motes to store sets of Artifact weapons. A character can store only one weapon set (or a number of individual Artifact thrown weapons equal to her [Essence]) at a time in this fashion. In order to hide her weapons Elsewhere, the character must briefly handle and meditate over them, as though she were preparing to attune to them. After this ritual, retrieving or storing the weapons from Elsewhere is a reflexive action.
In many cases, pulling weapons out of thin air will be an Obvious effect. Some Air Aspects make a show of pulling stored weapons out of their sleeves and clothing or 'concealing' them in fans and elaborate hair ornaments.
Persistent Hornet Attack
Cost: 3m
Minimums: Thrown ●●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: Obvious
Duration: [Essence] in actions
Prerequisites: None
The character can use the element of Air to give her thrown weapons a life of their own, harrying her targets with additional attacks. A weapon empowered by this Charm hovers in air around its target and makes an attack every six ticks until it has made a number of attacks equal to the character's [Essence]. These attacks use the Exalt's full [Dexterity] + [Thrown] pool. The Dragon-Blooded must remain within [Essence x 10] yards of the projectile and maintain line of sight, or the Charm ends. Finally, the character can maintain a number of invocations of this Charm equal to her [Essence] at once.
The target of this Charm (or anyone else) can attempt to knock the weapons out of the air. Doing so requires an attack roll against the weapon with a difficulty equal to the weapon's [Defense + the Exalt's Essence]. A successful attack knocks the weapon out of the air and ends this Charm.
Knife-Cyclone Technique
Cost: 7m, 1W
Minimums: Thrown ●●●●, Essence ●●
Type: Extra Action
Action: Standard
Keywords: None
Duration: Instant
Prerequisites: None
This Charm allows the character to hurl a wave of blades in every direction. She may make up to her [Essence x 2] Thrown attacks, but may attack each target only once. At the Storyteller's discretion, very large targets may be subject to multiple attacks from this Charm.
Whirlwind Shield Form
Cost: 3m + 1m per ally
Minimums: Thrown ●●●, Essence ●●
Type: Simple
Action: Swift
Keywords: None
Duration: One Scene
Prerequisites: None
Dragon-Blooded use this Charm to protect themselves and allies from ranged attacks. While this Charm is active, the difficulty of all ranged attacks made against the character is increased by her [Essence]. Additionally, the raw damage of all ranged attacks is reduced by the character's [Thrown], as a result of lost momentum. Allies can only be protected by this Charm if they are within [Thrown + Essence] yards of the character.
Air Dragon's Breath
Cost: 2m
Minimums: Thrown ●●●, Essence ●●
Type: Supplemental
Action: None
Keywords: Obvious
Duration: One Action
Prerequisites: Whirlwind Shield Form
This Charm empowers the character's weapons to strike incorporeal beings. When activated, the character's weapons are surrounded by a ghostly whirlwind of blue light that can strike ghosts and dematerialized spirits as through they were material.
Vengeful Gust Counterattack
Cost: 2m, 4m, or 6m
Minimums: Thrown ●●●●, Essence ●●
Type: Reflexive
Action: Reaction
Keywords: Counterattack, Obvious
Duration: Instant
Prerequisites: Whirlwind Shield Form
This Charm allows a Dragon-Blooded to turn ranged attacks back on her foes. When the character is subject to an Archery or Thrown attack, the character activates this Charm and rolls [Dexterity] + [Thrown]. Each success subtracts from the attacker's successes, if her successes exceed the attacker's the projectile reverses course, attacking her opponent with a number of attack dice equal to her net successes. For 4 motes, the character can use this Charm to defend an ally, who must be within [Thrown + Essence] yards.
At Essence 4+ a Dragon-Blooded may use this Charm to attempt to reverse any ranged attack, including energy weapons, artillery, and area-of-effect spells. Spells of the Celestial and Solar Circle cannot be reversed. Used in this fashion, the Charm costs four motes or six motes for allies.
Elemental Armor Technique
Cost: 1m per 2B/1L or 2m per 2B/1L
Minimums: Thrown ●●●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: Elemental, Harmonious, Obvious, Poison (Wood)
Duration: One Scene
Prerequisites: Vengeful Gust Counterattack
This Charm surrounds the character in a swirling vortex of elemental energy. Each mote of essence spent increases the character's soak by 2B/1L. Elemental Armor Technique can protect allies as well, with an increased cost of 2m for each 2B/1L. The Dragon-Blooded can spend up to her dots in [Thrown] on herself and each individual ally.
In addition to soak, this Charm has an elemental effect based on the character's Aspect. Elemental Armor Technique is slightly less effective when protecting an ally, and they do not gain any secondary effects.
Air surrounds the character with swirling winds, increasing the difficulty of ranged attacks that target her by her [Essence]. Earth hardens the character's skin, providing an additional +8B/+4L soak. Fire surrounds the character with choking ash and embers, increasing the difficulty of hand-to-hand attacks that target her by her [Essence]. Water softens an opponents blows, reducing the raw damage of all attacks by 2. Wood surrounds the character with poisonous pollen and spores, imposing a -2 external penalty on all actions if an opponent is within [Essence] yards of the Exalt.
Deadly Blades of the Five Dragons
Cost: 1+m, 3m, or 5m
Minimums: Thrown ●●●●●, Essence ●●●
Type: Simple or Supplemental
Action: Swift or None
Keywords: Elemental, Harmonious, Knockback (Earth), Obvious, Poison (Wood)
Duration: One Scene
Prerequisites: Persistent Hornet Attack, Vengeful Gust Counterattack
This Charm functions in one of two ways. The first costs one mote of essence and allows the character to sheathe a throwing weapon in elemental energy as a Supplemental effect.
Air weapons have a piercing value equal to the character's [Thrown]. Earth weapons strike with the force of an avalanche, knocking the target prone. Fire weapons deal an additional [Essence +4]L fire damage. Water weapons fill the target's lungs with water, delaying their next action by 3 ticks. Wood weapons expose the target to a plant toxin, dealing an additional [Essence + 2]L damage and inflicting a stacking -1 external penalty on all of the target's rolls for the rest of the scene.
A character can add additional elemental effects after the first one when she activates this Charm as a Supplemental effect. Each additional element unleashed costs 1m.
The second function of this Charm allows the character to shape weapons from her anima banner. For 3 motes, the character creates a set of ten normal throwing weapons. For five motes the character creates up to her [Essence x 2] Artifact throwing weapons. These are the equivalent of any Artifact ● or ●● throwing weapon. If the character knows Loyal Weapon she may automatically apply its effects to any weapons created with this Charm without the normal need to handle them for five minutes. Created weapons disperse into raw elemental essence at the end of the scene.