Difference between revisions of "MiedviedsArcheryCharms"

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<b>UNCONQUERABLE RETRIBUTION</b>
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#REDIRECT [[SolarArcheryMiedviedsArcheryCharms/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]]
 

Revision as of 08:07, 5 April 2010