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Thrown Charms

Excellency

Seeking Throw Technique

Cost: 1m/die; Mins: Thrown 1, Essence 1

Type: Supplemental (Any roll); Duration: Instant

Keywords: Air, Balanced, Excellency, Uniform

Prerequisite Charms: None

You throw, and a sacred wind carries your weapon to its target.

Add 1 die per 1m spent. Ignore 1 point of Defense from cover as your projectile arcs and twists in the air to hit its target.

Essence 1

Armor-Rupturing Fang

Cost: 3m; Mins: Thrown 2, Essence 1

Type: Supplemental (Attack); Duration: Instant

Keywords: Decisive-only, Earth

Prerequisite Charms: None

Your weapon embeds itself at a pressure point, restricting movement.

If you succeed on your attack roll, your weapon gets embedded in your enemy’s armor. It lowers Soak by 1 point and inflicts -1 to all movement. Your target must be wearing armor or have thick plates (like a rhino or a tyrant lizard).

Anyone within close range can remove the weapon with a difficulty 3 feat of strength.

EARTH AURA – You can stack your weapons on a target up to (Essence + 1) times. Each weapon requires a different feat of strength to remove.


Blinding Spark Throw

Cost: 4m; Mins: Thrown 3, Essence 1

Type: Simple; Duration: Instant

Keywords: Decisive-only, Fire

Prerequisite Charms: None

Your weapon sizzles with sparks as it flies, blinding your foe.

Make a difficulty 3 gambit against a target out to medium range. If you succeed, your target is blinded for 3 rounds. Your target may spend 2i and a miscellaneous action to make a difficulty 3 roll to regain their sight.

FIRE AURA – After you Crash an opponent, you may spend your Aura to use this Charm reflexively.


Striking Thunder Style

Cost: 2m; Mins: Thrown 3, Essence 1

Type: Supplemental (Attack); Duration: Instant

Keywords: Air, Perilous, Withering-only

Prerequisite Charms: None

Your belief is a crackling lightning on the surface of your weapon as it arcs through the air.

Cite a Principle Intimacy you hold which applies to your target. Each threshold success on your attack roll adds 1 damage, up to (Intimacy) bonus damage.

You can only cite each Principle once per opponent per fight.

Venomous Thorn Attack

Cost: 3m, 1i; Mins: Thrown 3, Essence 1

Type: Reflexive; Duration: Instant

Keywords: Decisive-only, Wood

Prerequisite Charms: None

Your anima flashes over your weapon and coats it in deadly venom.

Poison your weapon, even if it doesn’t have the Poisonable tag. If it does have that tag, you don’t have to spend Initiative.

Essence 2

Arcing Levinbolt Precision

Cost: 2m; Mins: Thrown 3, Essence 2

Type: Supplemental (Attack); Duration: Instant

Keywords: Air, Balanced, Uniform

Prerequisite Charms: Armor-Rupturing Fang

A thread of lightning traces between your hand and your target. Your weapon arcs along the thread faster than the eye can see.

If your target is wearing metal armor (including Artifact armor), they lose (mobility penalty) Soak or Hardness against this attack.


Earth-Shattering Strike

Cost: 4m; Mins: Thrown 3, Essence 2

Type: Simple; Duration: Instant

Keywords: Aura, Decisive-only, Earth

Prerequisite Charms: Armor-Rupturing Fang

Your weapon sparkles with gemlike white Earth Essence and crashes like a descending boulder.

Make a decisive attack against your target. Regardless of whether the attack hits, it creates an area of difficult terrain beneath him, out to short range of where the attack hit.


Invisibly Hidden Chakram Method

Cost: 2m (1m); Mins: Thrown 3, Essence 2

Type: Simple; Duration: Indefinite

Keywords: Air, Balanced, Stackable

Prerequisite Charms: None

With a whirl of wind and a twist of your hand, your weapon vanishes somewhere Else.

Banish a Thrown weapon Elsewhere; recall it by canceling the commitment. You can conceal up to (Essence + 1) weapons, and each one after the first only costs 1m.

AIR AURA – You can banish up to (Essence + 1) weapons with a single use of this Charm, paying the cost as noted.


Mela’s Twin Fangs

Cost: 4m, 1wp; Mins: Thrown 5, Essence 2

Type: Simple; Duration: Instant

Keywords: Air, Aura, Withering-only

Prerequisite Charms: Invisibly Hidden Chakram Method

You slip one weapon into the shadow of another, and both strike with blinding speed.

You must have at least 1 weapon banished with Invisibly Hidden Chakram Method to use this Charm.

Make two withering attacks against a single target. The first one uses the weapon currently in your hand; the second one uses the weapon you banished. You gain the full Initiative from the higher attack, and no Initiative from the lower attack.

After your attack, you may reflexively ready any weapon you have on your person or stowed with Inivisibly Hidden Chakram Method.


Elusive Zephyr Strike

Cost: 3m; Mins: Thrown 4, Essence 2

Type: Supplemental (Distract); Duration: Instant

Keywords: Air, Balanced, Decisive-only

Prerequisite Charms: None

Your weapon changes course in midair to distract your foe.

Double 9s. Flurry with a movement action with no penalty to either.


Sand-Scourge Feint

Cost: 1m, 1wp; Mins: Thrown 4, Essence 2

Type: Simple; Duration: Instant

Keywords: Decisive-only, Earth

Prerequisite Charms: Elusive Zephyr Strike

Pocket sand!

Make a distract gambit. If you succeed, your victim loses Initiative equal to the gambit’s Initiative cost. If you Crash him with it, the break bonus goes to the recipient of your distraction, not to you.

EARTH AURA – You may expend your aura instead of paying the Initiative cost for the gambit.


Smoke Burst Eruption

Cost: 5m; Mins: Thrown 4, Essence 2

Type: Supplemental (Attack roll); Duration: Until the end of next turn

Keywords: Decisive-only, Fire, Mute

Prerequisite Charms: Blinding Spark Throw

Your weapon explodes into a smoky haze, making the battlefield impenetrable.

Create a cloud of smoke out to short range from your target. The smoke is dense enough to allow anyone in it to establish concealment. If you or an ally make an unexpected attack against anyone in the smoke cloud, you get add 1 bonus die and deal 1 extra damage.