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| − | <b>UNCONQUERABLE RETRIBUTION</b>
| + | #REDIRECT [[SolarArchery/Miedvied]] |
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| − | Cost: 6 motes
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| − | Duration: Special
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| − | Type: Simple
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| − | Minimum Archery: 5
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| − | Minimum Essence: 3
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| − | Prerequisite Charms: Accuracy w/o Distance, Solar Spike
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| − | The Solar prepares a particular arrow for a particular target long
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| − | before combat begins; this is most common among solars that choose to
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| − | make their trade as assassins, though it is a fitting charm for any that
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| − | seek to take a particular head.
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| − | The arrow in question takes on a soft golden hue; though it is only
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| − | as bright as a small candlewick, its soft and diffuse glow cannot be
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| − | hidden by any means of covering. A symbol of the sun becomes inscribed
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| − | on the arrowhead.
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| − | When the Solar next comes into arrow's range of the target for whom
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| − | this arrow is intended, the arrow's soft glow brightens to noontime
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| − | intensity. It only reveals that the target is within arrow's range
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| − | (though this varies with bows, assume the range is consistent with
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| − | whatever bow the Exalt is currently commonly using), not their specific
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| − | location. If the arrow is shot into the general direction of the target,
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| − | however, the arrow will pierce all intervening non-MM substances to find
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| − | its way to the target (including people), and is gauranteed to hit as
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| − | per the Accuracy w/o Distance charm.
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| − | Furthermore, add the character's Permanent Essence to the arrow's
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| − | base damage. This is considered the arrow's new base damage - charms
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| − | that double base damage, but do not normally apply to charms, enhance
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| − | the 'new' base damage (doubling the bonus from this charm.)
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| − | <b>RAZOR'S EDGE</b>
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| − | Cost: 3 motes
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| − | Duration: Instant
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| − | Type: Supplemental
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| − | Minimum Archery: 3
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| − | Minimum Essence: 2
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| − | Prerequisite Charms: Fiery Arrow Attack
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| − | The arrow or bolt in question takes on a new level of sharpness,
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| − | as motes of essence begin to race along it's head. They now punch
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| − | through armor and other inanimate objects with the force of a
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| − | warstrider's kiss.
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| − | The supplemented attack now does Piercing damage (meaning that it
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| − | halves armor soak, including when attacking inanimate objects.)
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| − | <b>RAZOR'S PUNCH</b>
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| − | Cost: 6 motes
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| − | Duration: Instant
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| − | Type: Supplemental
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| − | Minimum Archery: 4
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| − | Minimum Essence: 2
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| − | Prerequisite Charms: Razor's Edge
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| − | The arrow as a whole erupts into a flare of essence; it now punches
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| − | through armor as if through paper. The supplemented attack now ignores
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| − | all armor soak, and does double damage to inanimate objects.
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| − | (I had considered making this cost 5 motes, 1 will, since that's what
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| − | Armor Penetrating Fang Strike does, but MA is generally less effective
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| − | than Solar charms, and APFS stipulates it can be soaked only by stamina
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| − | while Razor's Punch does not, so I felt justified raising the cost to 6
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| − | motes, but foregoing the Willpower.)
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| − | <b>BACKBITER</b>
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| − | Cost: 4 motes
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| − | Duration: Instant
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| − | Type: Supplemental
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| − | Minimum Archery: 4
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| − | Minimum Essence: 2
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| − | Prerequisite Charms: Phantom Arrow Technique
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| − | The arrow fired dematerializes a moment before striking it's target,
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| − | and reappears (having reversed direction) immediately behind them. This
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| − | attack gains all the benefits of having attacked someone from behind.
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| − | <b>DANCING RUSHES EVASION</b>
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| − | Cost: 3 motes
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| − | Duration: One Scene
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| − | Type: Simple
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| − | Minimum Archery: 4
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| − | Minimum Essence: 3
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| − | Prerequisite Charms: Wise Arrow
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| − | The Solar reinforces his bow and his own motions with Essence; for
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| − | the remainder of the scene, he may parry attacks with his bow (using
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| − | Dex+Archery or Dex+Melee, at his choice) without need of stunt or fear
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| − | of his bow breaking or bowline snapping. Melee parry charms can be used
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| − | with the bow, but any such charms use the Solar's Dex + Melee pool.
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| − | <b>DIVING HERON DEFENSE</b>
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| − | Cost: 2 motes
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| − | Duration: Instant
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| − | Type: Reflexive
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| − | Minimum Archery: 4
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| − | Minimum Essence: 3
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| − | Prerequisite Charms: Dancing Rushes Evasion
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| − | The Solar draws an arrow, and immediately fires it at the nearest
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| − | incoming missile attack. This allows the Solar to parry an incoming
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| − | missile as a reflexive action. Add the Solar's Permanent Essence in
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| − | bonus dice to the parry.
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| − | <b>NOBLE EAGLE'S SACRIFICE</b>
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| − | Cost: 3 motes, 1 will
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| − | Duration: Instant
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| − | Type: Reflexive
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| − | Minimum Archery: 5
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| − | Minimum Essence: 3
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| − | Prerequisite Charms: Dancing Rushes Defense, Accuracy w/o Distance
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| − | As Diving Heron Defense, except that this is a perfect defense against a
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| − | single missile attack. The arrow used for this charm is burnt and
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| − | irrecoverable upon use.
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| − | <b>FALLING RAITON CLOUD</b>
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| − | Cost: 5 motes or 8, 1 will
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| − | Duration: One Scene
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| − | Type: Simple
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| − | Minimum Archery: 5
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| − | Minimum Essence: 3
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| − | Prerequisite Charms: Noble Eagle's Sacrifice
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| − | The Solar can now fire off arrows as quickly as he can create them,
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| − | filling the sky with a darkening cloud of wood and metal and essence as
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| − | he deflects all incoming missiles. The Solar recieves a free parry
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| − | attempt against all incoming missiles, both against himself and against
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| − | allies. This charm creates its arrows out of essence; the user is not
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| − | limited by ammunition.
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| − | For 8 motes, this charm also allows the Solar to try and parry melee
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| − | attacks with his arrows, however, this applies only to attacks against
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| − | the Solar, and not against his allies.
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| − | <b>DEVIL WIND STRIKE</b>
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| − | Cost: 4 motes
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| − | Duration: Instant
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| − | Type: Simple
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| − | Minimum Archery: 3
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| − | Minimum Essence: 2
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| − | Prerequisite Charms: Fiery Arrow
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| − | The arrow takes on the force of a gale wind just as it strikes the
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| − | target in question, throwing his opponent backwards on a successful
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| − | attack. The target is hurled back a number of yards equal to the Solar's
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| − | permanent Essence + Archery. This attack cannot be parried, only dodged.
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| − | A target who strikes a solid object takes dice of damage equal to the
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| − | number of yards she would have continued flying had the object not been
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| − | in the way. This damage is typically bashing, but can be lethal (if,
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| − | say, the object is spiked.)
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| − | Note that the arrow still does normal damage for its attack, in
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| − | addition to the throwing effect.
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| − | == Comments ==
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| − | You should probably stick these [[Charms/SolarArchery|here]]. If you're unsure of the format, follow the examples already there. The '/' before the link is particularly relevant. _[[Jabberwocky]]
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