Thrown Charms
Joint-Wounding Attack
Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Crippling
For each health level of damage inflicted by an attack enhanced with this Charm, the target suffers a –1 internal penalty to all Physical Attribute pools and loses one point from the equivalent static ratings. This Crippling effect lasts for the rest of the scene. Players and the Storyteller determine how the damage manifests, particularly for exotic targets.
Second Edition Core 195
Observer-Deceiving Attack
Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK
Conceals a Thrown attack. Observers must score successes equal to the Solar’s Essence on a reflexive (Wits + Awareness) roll to notice the attack. Each use in a scene reduces the required successes by 1. Non-observers perceive the attack as coming from any distance and direction the Solar chooses.
Second Edition Core 195
Mist on Water Attack
Cost: 3m per action
Duration: Varies
Type: Supplemental
Keywords: Combo-OK, Crippling
Targets hit by an enhanced attack cannot speak or cry out; all their actions become silent. They are invalid targets for any hearing-based Awareness rolls. If killed by the attack, their death goes unnoticed until the Charm ends. The Solar may purchase a number of silenced actions equal to her Essence, including the attack itself; the effect ends after the last purchased action.
Second Edition Core 195
Falling Icicle Strike
Cost: 1m
Duration: Instant
Type: Reflexive (Step 7)
Keywords: Combo-OK
Enhances an unexpected attack. Damage successes are counted twice.
Second Edition Core 196
Triple-Distance Attack Technique
Cost: 3m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK
Triples the range of the Solar’s Thrown weapon. At Essence 4+, the Charm also negates external penalties from environmental conditions.
Second Edition Core 196
Cascade of Cutting Terror
Cost: 5m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Obvious
The Solar’s attack fills the air with countless duplicates of her weapon. The target’s Dodge DV is inapplicable against any enhanced Thrown attack. The attack roll’s successes are doubled before comparing to the target’s defense in Step 3.
Second Edition Core 196
Returning Weapon Concentration
Cost: —
Duration: Permanent
Type: Permanent
Keywords: —
Grants three bonus successes on any valid action intended to reclaim thrown weapons. Does not aid nonphysical or preparatory attempts. Weapons pulled free of targets slide loose harmlessly.
Second Edition Core 196
Call the Blade
Cost: 1m
Duration: Instant
Type: Reflexive (Step 2)
Keywords: Obvious
The Solar calls a throwing weapon to her hand from up to (Essence × 10) yards away, provided a clear path exists. May also be used to reflexively draw a sheathed throwing weapon.
Second Edition Core 197
Spirit Weapons
Cost: 2m
Duration: One scene
Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
The Solar creates temporary throwing weapons from Essence, shadows, and light. Each 2m spent produces one weapon equivalent to a Resource 2 Thrown weapon. They last for one scene; if anyone but the Solar uses them to attack, the weapons vanish in Step 2.
Second Edition Core 197
Wind Full of Knives
Cost: 2m per attack
Duration: Instant
Type: Extra Action
Keywords: Combo-OK, Obvious
Make a magical flurry of up to (Thrown) attacks with a single thrown weapon. Attacks ignore Rate and suffer only the highest DV penalty of any attack in the flurry. All targets must be within the weapon’s range.
MoEP: Abyssals 132
Branding Judgment Attack
Cost: 2m per attack
Duration: Indefinite
Type: Permanent
Keywords: Crippling, Obvious, Stackable
Upon inflicting at least one level of damage with a Thrown attack, the Solar may commit 2m to dissolve the attack into the target, dealing no immediate effect. Later, from any distance, she may end the commitment to either cancel the attack or apply its delayed effects. Mundane medicine cannot cure this Crippling effect. The Charm persists after the Solar’s death, leaving Heaven to enforce it.
MoEP: Abyssals 132
Deft Hands Deflection
Cost: 4m
Duration: Instant
Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack
Perfectly parries any ranged attack, blockable or not, provided the Solar has a free hand. Parrying an area attack only protects the Solar. Physical projectiles may be caught and reused; nonphysical attacks dissolve. At Essence 4+, the Solar may counterattack in Step 9 using any caught weapons.
MoEP: Abyssals 133
Fiery Solar Chakram
Cost: —
Duration: Permanent
Type: Permanent
Keywords: Holy, Obvious
Add the Solar’s primary Virtue rating to the Accuracy and Damage of her Spirit Weapons. The Solar may use Charisma in place of Dexterity for these attacks.
MoEP: Abyssals 134