Difference between revisions of "Charms/NailRatSolarArchery"
m |
m (Script: fix links messed up in conversion) |
||
(4 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | Back to /NailRat | + | Back to[[Charms/NailRat]] |
These are high Essence Solar Archery Charms. Here are changes I assume with use with the following Charms: | These are high Essence Solar Archery Charms. Here are changes I assume with use with the following Charms: |
Latest revision as of 16:20, 8 June 2010
Back toCharms/NailRat
These are high Essence Solar Archery Charms. Here are changes I assume with use with the following Charms:
Bolt of Fiery Devastation Technique: See Cb:D, but Prerequisite Charms are instead Solar Spike, Daiklave-Deflecting Arrow of Vigilance. Minimum Archery is 5 instead of 6, and Minimum Essence is 3 instead of 6. Poor visibility does not affect its accuracy.
Inexhaustible Bolts of Solar Fire: See Cb:D, but Prerequisite Charms are instead Solar Bolt of Fiery Devastation Technique, Rain of Feathered Death, Arrow Storm Technique.
Shot Without Distance Exercise: See Cb:D, but Prerequisite Charm is instead Bolt of Fiery Devastation Technique.
Solar Archery Charms by Nail Rat
Daiklave-Deflecting Arrow of Vigilance
Cost: 5 motes Duration: Instant Type: Simple Minimum Archery: 5 Minimum Essence: 2 Prerequisite Charms: There Is No Wind, Accuracy Without Distance
The character charges an arrow with Essence, then aims precisely with the attack, hopefully striking an enemy’s weapon from his hand. The attack is made at difficulty 3, and it may be parried or dodged as normal. If the attack succeeds, the weapon is knocked a number of yards away from its wielder equal to 5 times successes on a damage roll(this roll can neither be soaked, nor does it deal actual damage).
Finding the Deadly Chink
Cost: 8 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Daiklave-Deflecting Arrow of Vigilance
The character locates a weak spot in his enemy’s armor and strikes it perfectly, inflicting damage of the utmost potential. Damage inflicted by an attack enhanced with this Charm may not be soaked except with natural Stamina or other natural armor.
Glorious Bow of Destruction
Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Dazzling Flare Attack, Immaculate Golden Bow
The Solar has learned to charge her bow with Essence, adding to its effectiveness in the long term. While this Charm is active, the Solar gains bonuses equal to twice her Essence to distribute amongst accuracy, damage, rate, and range. A point put into range is worth 50 yards.
Fortress-Crumbling Arrow of Righteousness
Cost: 15 motes, 1 Willpower Duration: Instant Type: Simple Minimum Archery: 5 Minimum Essence: 4 Prerequisite Charms: Glorious Bow of Destruction
The character fires an arrow that is charged with destructive Essence that can tear through even the sturdiest structures or devastate the hardiest foes. It is a normal Dexterity + Archery attack, but the archer adds his Essence to the attack’s damage, and all raw damage is converted into automatic health levels. Additionally, if used against inanimate objects, the objects’ soak does not apply.
Threshold Revolutionary Displacement Method
Cost: 30 motes, 2 Willpower Duration: Instant Type: Simple Minimum Archery: 5 Minimum Essence: 5 Prerequisite Charms: Shot Without Distance Exercise
The Solar Exalts of the First Age needed ways to keep their enemies far from the Blessed Isle from undermining their authority. This was a favorite method by which their assassins would enact order – silently and without fear of a struggle. The user of this Charm makes a single Dexterity + Archery attack – against someone who is up to (Essence * 100) miles away. The Exalt must know of the person to a great degree (that is, she must be able to identify him by sight). Knowing the person’s exact location is not a necessity, however. The target does need to be outside – but even if the target is not struck by the attack, repeated arrows of death striking near his place of residence from hundreds of miles away may be intimidation enough to get the target to give in to whatever decrees the Solar Deliberative hands down.
Endless Fury of the Sun’s Vengeful Rays
Cost: 15 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Essence: 5 Prerequisite Charms: Inexhaustible Bolts of Solar Fire
Terrible is the wrath of the Solar Exalt with his bow. For the remainder of the scene, each attack the Exalt makes is made with a bolt of pure Essence rather than an arrow; each such bolt has the same properties of any arrow the Solar desires. The Solar also receives additional attacks per round equal to her Essence, which cannot be split. This Charm is incompatible with the use of Extra Action Charms.
Wrathful Smite of the Sun
Cost: 5 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Archery: 5 Minimum Essence: 5 Prerequisite Charms: Fortress-Crumbling Arrow of Righteousness
At this level of mastery over his bow, the Solar can make strikes that are almost sure to kill anyone who is not a Chosen of the gods. An attack enhanced by this Charm inflicts additional automatic health levels equal to the archer’s Essence, after soak.
Comments
Because I sorta promised this, and will get aroudn to them all eventually.
I want to preace this by saying that, overall this was a good job. Now, I shall give you some detailed critiques on all your Charms.
DDAoV: This is too expensive for something I'd allow as a Stunt in my game. I suggest 3 motes instead of 5.\\ FtDC: A bit too expensive. I'd make if 5 motes, 1 Willpower.\\ GBoD: I don't really see thematically appropriate. I'd just make it like the Solar Glorious Saber Char, where you create a new weapon wose stats you determine by distributing points based on your current Archery score.\\ FCAoR: How does this Charm interact with Soak? Is the damage converted before or after damage. Is the Essence bonus added before or after Soak? Either way doing one effect or the other is good for a Charm, but not both. Martial Arts has the funky multi-utility Charms, bread-and-butter Charms shoudl be fairly straight-forward. I'd suggest dropping the cost to 10 motes, 1 Willpower and making it convert all post-soak dice of damage into damage successes.\\ TRDM: Much, MUCH too expensive for what it does.\\ EFotSVR: I did my own version of such a Charm here: Charms/EpsilonSolarArchery, obviously I prefer my version.\\ WSotS: Uh... This Charm is pretty much weaker than Fortress Crumbling Arrow of Righteousness. And being supplemental is not a sufficient enough break to justify it being a higher minimum Essence requirement. In fact, I'd be incliend to reverse the order of the two Charms. WSotS should be A 5, E 4 and FCAoR should be A 5, E 5 with the former being a prereq of the latter and not the other way around.
- Epsilon (Will get to your other Charms as time permits)