Thrown
JOINT-WOUNDING ATTACK
Cost: 3m; Mins: Thrown 3, Essence 1; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
Even in a pitched battle, the Lawgivers strike with controlled precision. This Charm enhances a Thrown-based attack so that it stuns or cripples the Solar's opponent. For each health level of damage this attack inflicts, this Charm subtracts one die (as a -1 internal penalty) from the target's Physical Attribute dice pools and one point from the equivalent static ratings. This is a Crippling effect that lasts for the remainder of the scene. The players and Storyteller decide how the effect is inflicted—it could be an injured hand, slashed tendons or a stunning blow to the head. Storytellers will have to work with the players to determine how the attack cripples more exotic opponents such as automata and the walking dead.
OBSERVER-DECEIVING ATTACK
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
The Solars' opponents are often arrogant and attempt to predict how and when the Lawgivers will strike. Such is their folly that they cannot see the vengeance of the Unconquered Sun even when it comes upon them. This Charm conceals a Thrown-based attack. Characters watching the Solar need (the Solar's Essence) successes on a reflexive (Wits + Awareness) roll to notice him making the attack. This success requirement decreases by one each additional time the Solar uses this Charm in a scene. For characters not watching the Solar, all evidence indicates that the attack comes from a direction and distance named by the Solar when making the attack. For example, a Solar attacking from behind might wound an enemy in the side or chest by having his missile curve at the last moment.
MIST ON WATER ATTACK
Cost: 3m per action; Mins: Thrown 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Varies
Prerequisite Charms: Observer-Deceiving Attack
This is a Charm of silent death that imbues the Solar's weapon with Essence. It supplements a Thrown-based attack Charm cannot speak or cry out. This Charm silences their every action. The bells they ring make no noise, and if they fall off of a wall, they will land silently. In short, their actions are not valid targets for hearing-based Awareness rolls. Should the attack kill the target, no one will notice the target's death until the Charm expires. The corpse usually remains standing, and a combination of circumstances, dramatic necessity and perfect timing and execution on the Solar's part keeps the target's companions from noticing the death. This Charm can impose silence for a number of the Solar's actions equal to her Essence score. The Chosen must pay three motes for each action of silence she wishes to buy. The initial attack counts as an action. The Charm expires at the end of the appropriate action.
FALLING ICICLE STRIKE
Cost: 1m; Mins: Thrown 4, Essence 3; Type: Reflexive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Observer-Deceiving Attack
Surprise is at the foundation of all military undertakings. The Sun's Chosen strike with secrecy and rapidity, confusing and confounding their enemies. Falling Icicle Strike enhances an unexpected attack (see pp. 155-156). Count damage successes for this attack twice. If the player rolls five damage dice and gets two successes, it will strip away four of the target's health levels.
TRIPLE-DISTANCE ATTACK TECHNIQUE
Cost: 3m; Mins: Thrown 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Solar imbues his weapon with Essence, so that it flies true. This Charm enhances a Thrown-based attack. The Exalt spends three motes and triples the Range of the weapon. If the Solar has Essence 4 or higher, this Charm also negates external penalties from environmental conditions.
CASCADE OF CUTTING TERROR
Cost: 5m; Mins: Thrown 3, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Triple-Distance Attack Technique
In the First Age, not even the most elusive demons could escape the Solars' judgment. This Charm supplements a Thrown-based attack, filling the air with dozens or hundreds of duplicates of the Lawgiver's thrown weapon. This Charm renders the target's Dodge DV inapplicable against this attack. It also doubles the Solar's successes on the attack roll before comparing it to defense, in Step 3 of attack resolution.
RETURNING WEAPON CONCENTRATION
Cost: —; Mins: Thrown 3, Essence 2; Type: Permanent
Keywords: None
Prerequisite Charms: None The Solar cherishes his weapons.
This Charm gives the character three bonus successes on any valid action that, if it succeeds, will physically reclaim one or more of the throwing weapons he owns— whether by yanking one back to him on a cord, snatching several up while running past, grabbing a knife from the lava's surface before it sinks or snatching a weapon physically from an enemy who has stolen it. This Charm does not affect attempts to reclaim throwing weapons by non-physical means such as persuasion, nor does it help when the character is taking preparatory actions such as running across a hair-thin bridge to where his weapon rests. Returning Weapon Concentration also makes any weapon slide free of any target without resistance, so that the lightest tug can reclaim even a knife sheathed to the hilt in a tree.
CALL THE BLADE
Cost: 1m; Mins: Thrown 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Returning Weapon Concentration
This Charm functions exactly as the Melee version on pages 191-192, save as noted above.
SPIRIT WEAPONS
Cost: 2m; Mins: Thrown 4, Essence 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Returning Weapon Concentration
The Exalt shapes weapons from shadows, Essence and light. This Charm permits a Lawgiver to create temporary throwing weapons. Each such weapon costs two motes of Essence to create. Each has the weapon qualities of a Thrown weapon costing at most Resources 2, such as an exceptional hatchet or throwing knife. These weapons last for one scene, but they thrive on the Essence of the Exalt who created them. If anyone else uses them to make an attack, these weapons fade away during Step 2 of the attack's resolution.