Difference between revisions of "MiedviedsArcheryCharms"

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

Revision as of 08:07, 5 April 2010