Difference between revisions of "SolarArchery/Moxiane"
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== [[Moxiane]]'s Solar Archery Charms == | == [[Moxiane]]'s Solar Archery Charms == | ||
− | * Back to SolarArchery | + | * Back to [[SolarArchery]] |
− | * Back to SolarCharms | + | * Back to [[SolarCharms]] |
− | [#ShadowPinningTechnique] | + | [#[[ShadowPinningTechnique]]] |
<b><i>Shadow-Pinning Technique</i></b> | <b><i>Shadow-Pinning Technique</i></b> | ||
<b>Cost</b>: 5 motes, 1 Willpower | <b>Cost</b>: 5 motes, 1 Willpower | ||
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The shadow of a person is more than merely that part of the world that they stop the light of the Unconquered Sun from reaching, it is an extension of that person and, with a twist of Essence, the Exalted can paralyze a person by striking at their shadow. The character makes a normal Archery attack at his chosen victim who may defend as normal. If struck the target makes a reflexive Essence + Resistance roll against a difficulty equal to the attacking character's permanent Essence - if this is successful then the target wrenches free before he can be fully pinned, suffering a -2 dice-pool penalty to the remainder of the turn. Should the target not get loose then they are paralyzed until they can work their way free of the magic of the Charm - on their initiative each turn roll Essence + Resistance as an extended test requiring a number of successes equal to twice the Exalted's Essence to break free. Until released the target remains unmoving, although their shadow can be seen struggling to get free. This Charm does not work in an area without shadows. | The shadow of a person is more than merely that part of the world that they stop the light of the Unconquered Sun from reaching, it is an extension of that person and, with a twist of Essence, the Exalted can paralyze a person by striking at their shadow. The character makes a normal Archery attack at his chosen victim who may defend as normal. If struck the target makes a reflexive Essence + Resistance roll against a difficulty equal to the attacking character's permanent Essence - if this is successful then the target wrenches free before he can be fully pinned, suffering a -2 dice-pool penalty to the remainder of the turn. Should the target not get loose then they are paralyzed until they can work their way free of the magic of the Charm - on their initiative each turn roll Essence + Resistance as an extended test requiring a number of successes equal to twice the Exalted's Essence to break free. Until released the target remains unmoving, although their shadow can be seen struggling to get free. This Charm does not work in an area without shadows. | ||
− | [#SeekingArrowMethod] | + | [#[[SeekingArrowMethod]]] |
<b><i>Seeking Arrow Method</i></b> | <b><i>Seeking Arrow Method</i></b> | ||
<b>Cost</b>: 3 motes | <b>Cost</b>: 3 motes | ||
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The character imbues his attack with a hunger for his foes, and grants it the ability to seek new ones should its original target somehow avoid the shot. When the character makes an archery attack that would have struck had the target not dodged then he may activate this Charm to redirect the attack at a new target. This new target is treated in all respects as if he had been the original target of the attack, with the same number of successes as were negated by the original target's successful dodge. If placed in a Combo any Supplemental or Simple Charms do <i>not</i> need to be paid for again - the arrow has been redirected, not re-fired. Any single shot may not be redirected more times than the Exalted has dots of Essence. | The character imbues his attack with a hunger for his foes, and grants it the ability to seek new ones should its original target somehow avoid the shot. When the character makes an archery attack that would have struck had the target not dodged then he may activate this Charm to redirect the attack at a new target. This new target is treated in all respects as if he had been the original target of the attack, with the same number of successes as were negated by the original target's successful dodge. If placed in a Combo any Supplemental or Simple Charms do <i>not</i> need to be paid for again - the arrow has been redirected, not re-fired. Any single shot may not be redirected more times than the Exalted has dots of Essence. | ||
− | [#EssenceDetonationShot] | + | [#[[EssenceDetonationShot]]] |
<b><i>Essence Detonation Shot</i></b> | <b><i>Essence Detonation Shot</i></b> | ||
<b>Cost</b>: 1 mote per +2L damage, 1 Willpower | <b>Cost</b>: 1 mote per +2L damage, 1 Willpower | ||
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I could better see an Abyssal using a shadow <i>stealing</i> attack than just pinning. I think it would work for solars, especially Night Caste. I like Seeking Arrow Method; it reminds me of a scene in The Iliad, as well as several over-the-top action films. ;) -[[Okensha]] | I could better see an Abyssal using a shadow <i>stealing</i> attack than just pinning. I think it would work for solars, especially Night Caste. I like Seeking Arrow Method; it reminds me of a scene in The Iliad, as well as several over-the-top action films. ;) -[[Okensha]] | ||
+ | |||
+ | Love the Essence Detonation Shot, I was working on an almost identical idea using the same prereqisite charm before [[Darloth]] pointed me at this o_o; Was thinking of attatching a little ball of essence just behind the arrowhead on a dazzling flare shot for explosive fun ^_^ *Yoink* Mwahahaha ^_^ - [[KittenyKat]] |
Revision as of 08:08, 5 April 2010
Moxiane's Solar Archery Charms
- Back to SolarArchery
- Back to SolarCharms
[#ShadowPinningTechnique] Shadow-Pinning Technique
Cost: 5 motes, 1 Willpower Type: Simple Duration: Instant Min. Archery: 4 Min. Essence: 3 Prerequisites: Accuracy Without Distance
The shadow of a person is more than merely that part of the world that they stop the light of the Unconquered Sun from reaching, it is an extension of that person and, with a twist of Essence, the Exalted can paralyze a person by striking at their shadow. The character makes a normal Archery attack at his chosen victim who may defend as normal. If struck the target makes a reflexive Essence + Resistance roll against a difficulty equal to the attacking character's permanent Essence - if this is successful then the target wrenches free before he can be fully pinned, suffering a -2 dice-pool penalty to the remainder of the turn. Should the target not get loose then they are paralyzed until they can work their way free of the magic of the Charm - on their initiative each turn roll Essence + Resistance as an extended test requiring a number of successes equal to twice the Exalted's Essence to break free. Until released the target remains unmoving, although their shadow can be seen struggling to get free. This Charm does not work in an area without shadows.
[#SeekingArrowMethod] Seeking Arrow Method
Cost: 3 motes Type: Reflexive Duration: Instant Min. Archery: 5 Min. Essence: 3 Prerequisites: Accuracy Without Distance
The character imbues his attack with a hunger for his foes, and grants it the ability to seek new ones should its original target somehow avoid the shot. When the character makes an archery attack that would have struck had the target not dodged then he may activate this Charm to redirect the attack at a new target. This new target is treated in all respects as if he had been the original target of the attack, with the same number of successes as were negated by the original target's successful dodge. If placed in a Combo any Supplemental or Simple Charms do not need to be paid for again - the arrow has been redirected, not re-fired. Any single shot may not be redirected more times than the Exalted has dots of Essence.
[#EssenceDetonationShot] Essence Detonation Shot
Cost: 1 mote per +2L damage, 1 Willpower Type: Simple Duration: Instant Min. Archery: 4 Min. Essence: 3 Prerequisites: Dazzling Flare Attack
The Exalted concentrates for a moment and infuses his shot with a pool of highly unstable Essence before releasing it at his target. Upon impact the arrow explodes with light as bright as the sun, wreaking havoc not only on the target, but upon all nearby too. This attack has a base damage equal to the character's Strength + extra damage purchased with this Charm, and everyone with half this distance in yards of the impact point suffers the same damage - extra successes on the Dexterity + Archery roll increase the damage of the attack as normal, but they do not increase the blast radius of the Charm. If placed in a Combo with other Instant duration Charms that affect the base damage of the attack (i.e.: Fiery Arrow Attack or Dazzling Flare Attack) their cost in motes, and the cost of this Charm, is doubled, and the blast radius is calculated with their damage boost included. This attack cannot be parried.
Comments
To my eye, Shadow-Pinning Technique has more of the feel of an Abyssal Charm than a Solar one. - Quendalon
- Yeah, I can see that. This is what you get for writing Charms at work from fragmentary ideas. Oh well... :) - Moxiane
- I would actually expect the Abyssal variant of that effect to be more straightforwardly lethal - destroying bits of the target's shadow (whatever that might do) rather than pinning it to the ground. - willows
I could better see an Abyssal using a shadow stealing attack than just pinning. I think it would work for solars, especially Night Caste. I like Seeking Arrow Method; it reminds me of a scene in The Iliad, as well as several over-the-top action films. ;) -Okensha
Love the Essence Detonation Shot, I was working on an almost identical idea using the same prereqisite charm before Darloth pointed me at this o_o; Was thinking of attatching a little ball of essence just behind the arrowhead on a dazzling flare shot for explosive fun ^_^ *Yoink* Mwahahaha ^_^ - KittenyKat