Difference between revisions of "DualMegami/SolarArchery"

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*<b>Greater Arrows</b>
 
*<b>Greater Arrows</b>
 
4 motes. Archery 5, Essence 4<br>
 
4 motes. Archery 5, Essence 4<br>
[[InstantDualMegami/SolarArchery/Supplemental]] <br>
+
Instant/Supplemental <br>
 
Combo-Ok<br>
 
Combo-Ok<br>
 
Essence Arrow<br>
 
Essence Arrow<br>
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*<b>Mote-Scattering Shot</b>
 
*<b>Mote-Scattering Shot</b>
 
4 motes. Archery 5, Essence 3<br>
 
4 motes. Archery 5, Essence 3<br>
[[InstantDualMegami/SolarArchery/Supplemental]]<br>
+
Instant/Supplemental<br>
 
Combo-Ok<br>
 
Combo-Ok<br>
 
Accuracy Without Distance<br>
 
Accuracy Without Distance<br>
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Rather than do damage, the attack forces the target to lose 1 mote per damage die that would have been rolled. Lost motes are recovered normally. At Essence 6, this becomes a Step 1 Reflexive and can no longer be dodged.
 
Rather than do damage, the attack forces the target to lose 1 mote per damage die that would have been rolled. Lost motes are recovered normally. At Essence 6, this becomes a Step 1 Reflexive and can no longer be dodged.
  
*<b>All-Seeing Archer’s Eye</B>
+
*<b>All-Seeing Archer’s Eye[[DualMegami/B]]>
 
8 motes, 1wp Archery 5, Essence 5<br>
 
8 motes, 1wp Archery 5, Essence 5<br>
 
One Scene, Simple (-2 DV)<br>
 
One Scene, Simple (-2 DV)<br>
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The cousin to Inner Sword Sight, the first of the ancient tactics of the Primordial War before the discovery of Ghost Eating Techinque and Demon Wracking Shout.  
 
The cousin to Inner Sword Sight, the first of the ancient tactics of the Primordial War before the discovery of Ghost Eating Techinque and Demon Wracking Shout.  
*See [[EssenceDualMegami/SolarArchery/Spirits]] as Inner Sword Sight, including dependence on bow being out.  
+
*See Essence/Spirits as Inner Sword Sight, including dependence on bow being out.  
 
*Gains a bonus die to all attacks as though the Archer had reflexively Aimed.
 
*Gains a bonus die to all attacks as though the Archer had reflexively Aimed.
 
*Jams Valor out of combat, as Inner Sword Sight.  
 
*Jams Valor out of combat, as Inner Sword Sight.  
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<b>Bolts of Searing Might</b><br>
 
<b>Bolts of Searing Might</b><br>
 
4m 5/4<br>
 
4m 5/4<br>
[[InstantDualMegami/SolarArchery/Supplemental]]<br>
+
Instant/Supplemental<br>
 
Combo-Ok, Obvious, Holy, Stackable<br>
 
Combo-Ok, Obvious, Holy, Stackable<br>
 
Essence Arrow<br>
 
Essence Arrow<br>
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<b>Missile-Driven Messenger</b><br>
 
<b>Missile-Driven Messenger</b><br>
 
5m, 5/4<br>
 
5m, 5/4<br>
[[InstantDualMegami/SolarArchery/Supplemental]]<br>
+
Instant/Supplemental<br>
 
Combo-Ok<br>
 
Combo-Ok<br>
 
There Is No Wind<br>
 
There Is No Wind<br>

Latest revision as of 18:06, 8 June 2010

  • Twin-Cannon Fists

---, Archery 3, Essence 1
Permanent
None

No offhand penalty when dual-wielding flame pieces or Plasma Tongue Repeaters. If the Solar meets the Strength requirement, may dual-wield firewands.

  • Instant Retribution

2 motes, Archery 4, Essence 2
Instant, Reflexive (Step 9)
Combo-Ok, Counterattack
Any Archery Excellency

Archery counterattack.

  • Vigilant Bow Conjuration

---, Archery 5, Essence 3
Permanent
Upgrade
Immaculate Golden Bow

Makes Immaculate Golden Bow a reflexive Non-charm action.


  • Rapid-Fire Concentration

5 motes, 1 wp. One Scene, Simple
Archery 5, Essence 5
Combo-Basic, Obvious
Trance of Unhesitating Speed

Each Archery attack roll once, apply twice: take onslaught like two attacks, roll damage twice. Applies to Flame Weapons. Any attack made with Archery weapons apply, even if used with MA charms such as Righteous Devil Style or Wood Dragon Style. 1 mote surcharge added per shot for siege weapons (i.e. Large Essence Cannons, Implosion Bows, etc.) Adds 1 to the number of attacks that can be made with Archery Extra Actions charms. Each attack still counts as two. If applying a supplemental Charm to the attacks, must be paid for twice in order to achieve the effects twice.

  • Our Arrows Will Blot Out the Sun

8 motes, 1 willpower Archery 5, Essence 5
Instant, Simple
Combo-Ok, Obvious
Rain of Feathered Death

One attack roll applied [Essence] times to all targets within [Essence x 100] yards. Does not cost more with firewand. When used with firewand, often called “Rain of Hellfire”

  • Deadly Warhead Techinque

8 motes. Archery 5, Essence 4
Instant, Simple
Combo-Ok, Obvious, Holy
Essence Arrow

One attack roll, area of effect Essence x 10 yards, Base damage x 5, creatures of darkness take Agg. On next action, second detonation as though same # of successes. Destroys scenery.

  • Greater Arrows

4 motes. Archery 5, Essence 4
Instant/Supplemental
Combo-Ok
Essence Arrow

  • Furious Arrow: 10’s explode on damage, shot gains [Essence +1] O and the P tag if it does not already have it.
  • Searing Bolt: Aggravated Damage
  • Sting of Judgment: May spend 1m per die to turn Righteous Judgment Arrow into autolevels.
  • Mote-Scattering Shot

4 motes. Archery 5, Essence 3
Instant/Supplemental
Combo-Ok
Accuracy Without Distance

Rather than do damage, the attack forces the target to lose 1 mote per damage die that would have been rolled. Lost motes are recovered normally. At Essence 6, this becomes a Step 1 Reflexive and can no longer be dodged.

8 motes, 1wp Archery 5, Essence 5
One Scene, Simple (-2 DV)
Combo-Ok, Obvious
Mote-Scattering Shot

The cousin to Inner Sword Sight, the first of the ancient tactics of the Primordial War before the discovery of Ghost Eating Techinque and Demon Wracking Shout.

  • See Essence/Spirits as Inner Sword Sight, including dependence on bow being out.
  • Gains a bonus die to all attacks as though the Archer had reflexively Aimed.
  • Jams Valor out of combat, as Inner Sword Sight.


<b>Bolts of Searing Might

4m 5/4
Instant/Supplemental
Combo-Ok, Obvious, Holy, Stackable
Essence Arrow

The Solar unleashes a single shot that strikes like a volley, each arrow intended to crush and thwart the unjust and unholy. Against Creatures of Darkness, the damage is aggravated and the wound penalties doubled, plus an additional -1. Ordinary targets take Lethal or Bashing Damage as per the arrow type, and their wound penalties are increased by -1. The -1 penalties for both Creatures of Darkness and normal targets stack each time the target is damaged with Bolts of Searing Might.
At Essence 6 this charm may be reflexively activated on Step 10.


Missile-Driven Messenger
5m, 5/4
Instant/Supplemental
Combo-Ok
There Is No Wind

Affixing a written message or some other document to her arrow, the Solar draws and lets fly--the arrow unerringly finding its target.
THe Solar must know the target's name or common alias and general direction. If the Solar does not know the target's direction (or if the target is on the move)--the Lawgiver must make a reflexive Wits+Archery roll at a difficulty of the target's Essence,. This does not actually damage the target.
THis Charm cannot be used with Flame weapons since a discharge of flame is generally counterproductive to delivering a message that needs to arrive intact. There is no such restriction for seige weapons that fire a physical missile (this should not be a missile that explodes: see the text on flame weapons)--regardless of what the letter says, this /usually/ sends another message loud and clear.
While this Charm does not apply to combat, particularly resourceful players may find other things to affix to the arrow--though unless the Solar has another charm comboed with this one, the object should not be so heavy that it would prevent an arrow from flying.
Missile Driven Messenger was popular among Night Castes of the First Age for long distance death threats and among flashier Dawn Castes who used it to declare war.