Difference between revisions of "GracefulCharmMethodology/SolarArchery"
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− | ==Sight Without Eyes== | + | ==Precision== |
− | * Cost: | + | |
+ | ===Sight Without Eyes=== | ||
+ | * Cost: 2m/2d | ||
* Type: Supplemental | * Type: Supplemental | ||
* Mins: Archery 2, Essence 1 | * Mins: Archery 2, Essence 1 | ||
− | Every | + | Every two motes spent reduces any visibility penalties on this Archery attack roll by 2, or reduces the cover bonus to their target’s Defence by 1. |
− | ==There Is No Wind== | + | ===Wise Arrow=== |
− | + | * Type: Permanent | |
− | * Type: | + | * Mins: Archery 3, Essence 2 |
− | * Mins: Archery 4, Essence | + | * Prereq: Sight Without Eyes |
+ | |||
+ | An attack boosted by Sight Without Eyes can be made against any target in range of the solar's weapon and senses, as long as they are not completely surrounded by barriers. Treat them as having a cover bonus of +3. | ||
+ | |||
+ | ===There Is No Wind=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Archery 4, Essence 2 | ||
* Prereq: Sight Without Eyes | * Prereq: Sight Without Eyes | ||
− | + | When the Solar uses Sight Without Eyes, they may consider the target to be one range band closer than they actually are. | |
− | == | + | ===Unerring Feathered Lance=== |
* Cost: 1m, 1wp | * Cost: 1m, 1wp | ||
* Type: Supplemental | * Type: Supplemental | ||
* Mins: Archery 5, Essence 2 | * Mins: Archery 5, Essence 2 | ||
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* Prereq: Sight Without Eyes | * Prereq: Sight Without Eyes | ||
− | + | Add any extra successes on this '''decisive''' Archery attack to its raw damage. | |
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− | ==Seven Omens Shot== | + | ===Seven Omens Shot=== |
− | * Cost: 2m | + | * Cost: 2m, 1wp |
* Type: Simple | * Type: Simple | ||
− | |||
* Mins: Archery 5, Essence 3 | * Mins: Archery 5, Essence 3 | ||
* Prereq: Accuracy Without Distance | * Prereq: Accuracy Without Distance | ||
− | + | Any bonus aim dice used to support this '''decisive''' Archery attack are converted to automatic successes on the attack roll. | |
+ | |||
+ | ==Rapidity== | ||
− | ==Trance of Unhesitating Speed== | + | ===Trance of Unhesitating Speed=== |
* Cost: 3m | * Cost: 3m | ||
* Type: Simple | * Type: Simple | ||
− | |||
* Mins: Archery 3, Essence 1 | * Mins: Archery 3, Essence 1 | ||
* Prereq: Sight Without Eyes | * Prereq: Sight Without Eyes | ||
− | This decisive attack can be split into multiple attacks, each of which must have at least 3 initiative committed to them. They can be made against different targets. | + | This '''decisive''' Archery attack can be split into multiple attacks, each of which must have at least 3 initiative committed to them. They can be made against different targets. |
− | ==Flashing Vengeance Draw== | + | ===Flashing Vengeance Draw=== |
* Cost: 2m | * Cost: 2m | ||
* Type: Supplemental | * Type: Supplemental | ||
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* Prereq: Trance of Unhesitating Speed | * Prereq: Trance of Unhesitating Speed | ||
− | This attack, if made before the target’s first action in the combat, is | + | This Archery attack, if made before the target’s first action in the combat, is made as a surprise attack. |
− | ==Hunter’s Swift Answer== | + | ===Hunter’s Swift Answer=== |
* Cost: 5m, 1wp | * Cost: 5m, 1wp | ||
* Type: Reflexive | * Type: Reflexive | ||
* Mins: Archery 5, Essence 2 | * Mins: Archery 5, Essence 2 | ||
− | * Prereq: Flashing | + | * Prereq: Flashing Vengeance Draw |
− | Used when | + | Used when someone the Solar has disengaged from moves toward them, this allows the Solar to make an immediate Archery attack against the pursuer. No aim action is required. |
− | ==Finishing Snipe== | + | ===Finishing Snipe=== |
* Cost: 7m | * Cost: 7m | ||
* Type: Reflexive | * Type: Reflexive | ||
− | |||
* Mins: Archery 5, Essence 2 | * Mins: Archery 5, Essence 2 | ||
* Prereq: Flashing Vengeance Draw | * Prereq: Flashing Vengeance Draw | ||
− | Used when an opponent crashes within medium range, this allows the Solar to make | + | Used when an opponent crashes within medium range, this allows the Solar to make a reflexive '''decisive''' Archery attack against them. No aim action is required. |
+ | |||
+ | ===Streaming Arrow Stance=== | ||
+ | * Type: Permanent | ||
+ | * Mins: Archery 5, Essence 3 | ||
+ | * Prereq: Finishing Snipe | ||
+ | |||
+ | The Solar may use Finishing Snipe against targets at long range. | ||
− | ==Shadow-Seeking Arrow== | + | ===Shadow-Seeking Arrow=== |
* Cost: 3m, 2i | * Cost: 3m, 2i | ||
* Type: Reflexive | * Type: Reflexive | ||
* Mins: Archery 5, Essence 3 | * Mins: Archery 5, Essence 3 | ||
− | * Prereq: | + | * Prereq: Finishing Snipe |
+ | |||
+ | Used when a Solar becomes aware of a previously hidden character, this allows the Solar to make a reflexive Archery attack against them. No aim action is required. | ||
+ | |||
+ | ===Accuracy Without Distance=== | ||
+ | * Cost: 1m, 1wp | ||
+ | * Type: Reflexive | ||
+ | * Mins: Archery 3, Essence 2 | ||
+ | * Prereq: Trance Of Unhesitating Speed | ||
− | + | The Solar instantly completes an Aim action. | |
− | ==Arrow Storm Technique== | + | ===Arrow Storm Technique=== |
* Cost: 4m, 1wp | * Cost: 4m, 1wp | ||
* Type: Simple | * Type: Simple | ||
− | |||
* Mins: Archery 5, Essence 2 | * Mins: Archery 5, Essence 2 | ||
* Prereq: Trance of Unhesitating Speed | * Prereq: Trance of Unhesitating Speed | ||
− | The Solar makes a single '''decisive''' attack, which is applied to the defences of up to (Essence | + | The Solar makes a single '''decisive''' Archery attack, which is applied to the defences of up to (twice Essence) targets; use the range band of the most distant target. The base damage for each attack is equal to the Exalt’s Archery. |
− | ==Revolving Bow Discipline== | + | ===Revolving Bow Discipline=== |
* Cost: 6m, 1wp | * Cost: 6m, 1wp | ||
* Type: Simple | * Type: Simple | ||
− | + | * Mins: Archery 5, Essence 3 | |
− | * Mins: Archery 5, Essence | ||
* Prereq: Arrow Storm Technique | * Prereq: Arrow Storm Technique | ||
− | The Solar may repeatedly make '''withering''' attacks against a single target at close or short range, until either | + | The Solar may repeatedly make '''withering''' Archery attacks against a single target at close or short range, until either an attack misses or they crash their opponent. |
− | ==Dust And Ashes Sleight== | + | ===Dust And Ashes Sleight=== |
* Type: Permanent | * Type: Permanent | ||
* Mins: Archery 5, Essence 4 | * Mins: Archery 5, Essence 4 | ||
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Whenever the Solar crashes or kills an opponent with a Simple Archery Charm, they regain one point of temporary Willpower. | Whenever the Solar crashes or kills an opponent with a Simple Archery Charm, they regain one point of temporary Willpower. | ||
− | ==Phantom Arrow Technique== | + | ==Conjuration== |
+ | |||
+ | ===Phantom Arrow Technique=== | ||
* Cost: 1m | * Cost: 1m | ||
* Type: Reflexive | * Type: Reflexive | ||
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The Solar creates a piece of ammunition from one of their Intimacies. Attacks made with this ammunition add the Intimacy’s strength to the attack roll, but can only be used for purposes directly supported by the Intimacy. | The Solar creates a piece of ammunition from one of their Intimacies. Attacks made with this ammunition add the Intimacy’s strength to the attack roll, but can only be used for purposes directly supported by the Intimacy. | ||
− | ==Adamant Arrow Technique== | + | ===Adamant Arrow Technique=== |
* Cost: 1m, 1wp | * Cost: 1m, 1wp | ||
* Type: Supplemental, Once/Scene | * Type: Supplemental, Once/Scene | ||
− | * Mins: Archery 3, Essence | + | * Mins: Archery 3, Essence 2 |
* Prereqs: Phantom Arrow Technique | * Prereqs: Phantom Arrow Technique | ||
The arrow enhanced by this attack cannot be removed from where (or whom) it lands, unless with the Solar’s permission or upon their death. The Solar always instinctively knows where the arrow lies, allowing them to automatically track or detect its bearer. | The arrow enhanced by this attack cannot be removed from where (or whom) it lands, unless with the Solar’s permission or upon their death. The Solar always instinctively knows where the arrow lies, allowing them to automatically track or detect its bearer. | ||
− | ==Solar Spike== | + | ===Solar Spike=== |
* Cost: 3m, 1wp | * Cost: 3m, 1wp | ||
* Type: Supplemental | * Type: Supplemental | ||
− | * Keywords: | + | * Keywords: Once/Scene |
* Mins: Archery 5, Essence 3 | * Mins: Archery 5, Essence 3 | ||
* Prereqs: Adamant Arrow Technique | * Prereqs: Adamant Arrow Technique | ||
− | This '''decisive''' attack has a base damage equal to the Solar’s temporary Willpower. If they are upholding an Intimacy with this attack, multiply the base damage by the strength of their Intimacy. | + | This '''decisive''' Archery attack has a base damage equal to the Solar’s temporary Willpower. If they are upholding an Intimacy with this attack, multiply the base damage by the strength of their Intimacy. |
− | ==Heart-Eating Incineration== | + | ===Heart-Eating Incineration=== |
− | * Cost: 3m | + | * Cost: 3m, 3a |
* Type: Supplemental | * Type: Supplemental | ||
− | * Keywords: | + | * Keywords: Once/Scene |
* Mins: Archery 5, Essence 3 | * Mins: Archery 5, Essence 3 | ||
* Prereqs: Adamant Arrow Technique | * Prereqs: Adamant Arrow Technique | ||
− | If this '''decisive''' attack kills its target, it restores motes to the Solar equal to | + | If this '''decisive''' Archery attack kills its target, it restores motes to the Solar equal to (target’s permanent Essence + the strength of any Intimacies the Solar has toward them). If the target is not a spirit, their soul is destroyed. |
− | ==Immaculate Golden Bow== | + | ===Immaculate Golden Bow=== |
* Cost: 5m, 1wp | * Cost: 5m, 1wp | ||
* Type: Simple | * Type: Simple | ||
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The Solar summons a powerbow from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked. | The Solar summons a powerbow from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked. | ||
− | ==Fiery Arrow Attack== | + | ===Fiery Arrow Attack=== |
* Cost: 2m | * Cost: 2m | ||
* Type: Supplemental | * Type: Supplemental | ||
− | |||
* Mins: Archery 4, Essence 1 | * Mins: Archery 4, Essence 1 | ||
* Prereqs: Phantom Arrow Technique | * Prereqs: Phantom Arrow Technique | ||
− | If | + | If this '''decisive''' Archery attack deals lethal damage, the same amount of fire damage will be repeated on each of the Solar’s following turns until the target is extinguished (a Dexterity + Athletics check requiring cumulative successes equal to the Solar’s Essence). |
− | ==Dazzling Flare Attack== | + | ===Dazzling Flare Attack=== |
* Cost: 2m | * Cost: 2m | ||
* Type: Supplemental | * Type: Supplemental | ||
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* Prereqs: Fiery Arrow Attack | * Prereqs: Fiery Arrow Attack | ||
− | Every hidden character out to medium range from the Solar must re- | + | Every hidden character out to medium range from the Solar must re-roll their Stealth to remain hidden. A target hit by this attack cannot hide until the arrow is removed. |
− | ==Searing Sunfire Interdiction== | + | ===Force Without Fire=== |
− | * Cost: 4m, 1wp | + | * Cost: 3m |
+ | * Type: Supplemental | ||
+ | * Mins: Archery 4, Essence 2 | ||
+ | * Prereqs: Phantom Arrow Technique | ||
+ | |||
+ | If the '''withering''' attack does at least as much initiative damage as the target’s Stamina, the target is knocked down and knocked back a range band. | ||
+ | |||
+ | ===Searing Sunfire Interdiction=== | ||
+ | * Cost: 4m, 1i, 1wp | ||
* Type: Simple | * Type: Simple | ||
* Mins: Archery 5, Essence 3 | * Mins: Archery 5, Essence 3 | ||
* Prereqs: Force Without Fire, Dazzling Flare Attack | * Prereqs: Force Without Fire, Dazzling Flare Attack | ||
− | The Solar makes | + | The Solar makes an Archery gambit: if they score more threshold successes than the target’s current Initiative, the target is knocked back a range band and loses their turn in the next round. |
+ | |||
+ | ==Comments== |
Latest revision as of 10:54, 22 April 2016
Contents
Precision
Sight Without Eyes
- Cost: 2m/2d
- Type: Supplemental
- Mins: Archery 2, Essence 1
Every two motes spent reduces any visibility penalties on this Archery attack roll by 2, or reduces the cover bonus to their target’s Defence by 1.
Wise Arrow
- Type: Permanent
- Mins: Archery 3, Essence 2
- Prereq: Sight Without Eyes
An attack boosted by Sight Without Eyes can be made against any target in range of the solar's weapon and senses, as long as they are not completely surrounded by barriers. Treat them as having a cover bonus of +3.
There Is No Wind
- Type: Permanent
- Mins: Archery 4, Essence 2
- Prereq: Sight Without Eyes
When the Solar uses Sight Without Eyes, they may consider the target to be one range band closer than they actually are.
Unerring Feathered Lance
- Cost: 1m, 1wp
- Type: Supplemental
- Mins: Archery 5, Essence 2
- Prereq: Sight Without Eyes
Add any extra successes on this decisive Archery attack to its raw damage.
Seven Omens Shot
- Cost: 2m, 1wp
- Type: Simple
- Mins: Archery 5, Essence 3
- Prereq: Accuracy Without Distance
Any bonus aim dice used to support this decisive Archery attack are converted to automatic successes on the attack roll.
Rapidity
Trance of Unhesitating Speed
- Cost: 3m
- Type: Simple
- Mins: Archery 3, Essence 1
- Prereq: Sight Without Eyes
This decisive Archery attack can be split into multiple attacks, each of which must have at least 3 initiative committed to them. They can be made against different targets.
Flashing Vengeance Draw
- Cost: 2m
- Type: Supplemental
- Mins: Archery 5, Essence 1
- Prereq: Trance of Unhesitating Speed
This Archery attack, if made before the target’s first action in the combat, is made as a surprise attack.
Hunter’s Swift Answer
- Cost: 5m, 1wp
- Type: Reflexive
- Mins: Archery 5, Essence 2
- Prereq: Flashing Vengeance Draw
Used when someone the Solar has disengaged from moves toward them, this allows the Solar to make an immediate Archery attack against the pursuer. No aim action is required.
Finishing Snipe
- Cost: 7m
- Type: Reflexive
- Mins: Archery 5, Essence 2
- Prereq: Flashing Vengeance Draw
Used when an opponent crashes within medium range, this allows the Solar to make a reflexive decisive Archery attack against them. No aim action is required.
Streaming Arrow Stance
- Type: Permanent
- Mins: Archery 5, Essence 3
- Prereq: Finishing Snipe
The Solar may use Finishing Snipe against targets at long range.
Shadow-Seeking Arrow
- Cost: 3m, 2i
- Type: Reflexive
- Mins: Archery 5, Essence 3
- Prereq: Finishing Snipe
Used when a Solar becomes aware of a previously hidden character, this allows the Solar to make a reflexive Archery attack against them. No aim action is required.
Accuracy Without Distance
- Cost: 1m, 1wp
- Type: Reflexive
- Mins: Archery 3, Essence 2
- Prereq: Trance Of Unhesitating Speed
The Solar instantly completes an Aim action.
Arrow Storm Technique
- Cost: 4m, 1wp
- Type: Simple
- Mins: Archery 5, Essence 2
- Prereq: Trance of Unhesitating Speed
The Solar makes a single decisive Archery attack, which is applied to the defences of up to (twice Essence) targets; use the range band of the most distant target. The base damage for each attack is equal to the Exalt’s Archery.
Revolving Bow Discipline
- Cost: 6m, 1wp
- Type: Simple
- Mins: Archery 5, Essence 3
- Prereq: Arrow Storm Technique
The Solar may repeatedly make withering Archery attacks against a single target at close or short range, until either an attack misses or they crash their opponent.
Dust And Ashes Sleight
- Type: Permanent
- Mins: Archery 5, Essence 4
- Prereq: Seven Omens Shot, Revolving Bow Discipline
Whenever the Solar crashes or kills an opponent with a Simple Archery Charm, they regain one point of temporary Willpower.
Conjuration
Phantom Arrow Technique
- Cost: 1m
- Type: Reflexive
- Mins: Archery 3, Essence 1
The Solar creates a piece of ammunition from one of their Intimacies. Attacks made with this ammunition add the Intimacy’s strength to the attack roll, but can only be used for purposes directly supported by the Intimacy.
Adamant Arrow Technique
- Cost: 1m, 1wp
- Type: Supplemental, Once/Scene
- Mins: Archery 3, Essence 2
- Prereqs: Phantom Arrow Technique
The arrow enhanced by this attack cannot be removed from where (or whom) it lands, unless with the Solar’s permission or upon their death. The Solar always instinctively knows where the arrow lies, allowing them to automatically track or detect its bearer.
Solar Spike
- Cost: 3m, 1wp
- Type: Supplemental
- Keywords: Once/Scene
- Mins: Archery 5, Essence 3
- Prereqs: Adamant Arrow Technique
This decisive Archery attack has a base damage equal to the Solar’s temporary Willpower. If they are upholding an Intimacy with this attack, multiply the base damage by the strength of their Intimacy.
Heart-Eating Incineration
- Cost: 3m, 3a
- Type: Supplemental
- Keywords: Once/Scene
- Mins: Archery 5, Essence 3
- Prereqs: Adamant Arrow Technique
If this decisive Archery attack kills its target, it restores motes to the Solar equal to (target’s permanent Essence + the strength of any Intimacies the Solar has toward them). If the target is not a spirit, their soul is destroyed.
Immaculate Golden Bow
- Cost: 5m, 1wp
- Type: Simple
- Duration: One Scene
- Mins: Archery 4, Essence 2
- Prereqs: Phantom Arrow Technique
The Solar summons a powerbow from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked.
Fiery Arrow Attack
- Cost: 2m
- Type: Supplemental
- Mins: Archery 4, Essence 1
- Prereqs: Phantom Arrow Technique
If this decisive Archery attack deals lethal damage, the same amount of fire damage will be repeated on each of the Solar’s following turns until the target is extinguished (a Dexterity + Athletics check requiring cumulative successes equal to the Solar’s Essence).
Dazzling Flare Attack
- Cost: 2m
- Type: Supplemental
- Mins: Archery 5, Essence 2
- Prereqs: Fiery Arrow Attack
Every hidden character out to medium range from the Solar must re-roll their Stealth to remain hidden. A target hit by this attack cannot hide until the arrow is removed.
Force Without Fire
- Cost: 3m
- Type: Supplemental
- Mins: Archery 4, Essence 2
- Prereqs: Phantom Arrow Technique
If the withering attack does at least as much initiative damage as the target’s Stamina, the target is knocked down and knocked back a range band.
Searing Sunfire Interdiction
- Cost: 4m, 1i, 1wp
- Type: Simple
- Mins: Archery 5, Essence 3
- Prereqs: Force Without Fire, Dazzling Flare Attack
The Solar makes an Archery gambit: if they score more threshold successes than the target’s current Initiative, the target is knocked back a range band and loses their turn in the next round.