Difference between revisions of "DariusSollumanLunarsRevised/RangedLunarCombat"

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Revision as of 00:35, 6 April 2010

Ranged attacks- Bows and Chakram. And, under somewhat unique cirucmstances, Daiklaives.

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Porcupine Shot

Cost: 1 mote per 1 die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 1
Minimum Essence: 1
Prerequisite Charms: None

Add dice up to Dexterity to a Ranged Attack.

Wind-Borne Fang

Cost: 2 motes per 1 die
Duration: Instant
Type: Supplemental
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: Porcupine Shot

Convert dice to successes up to Dexterity to a Ranged Attack.

Moonsilver Barb

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Wind-Borne Fang

Shot adds the Lunar's Dexterity to the difficulty of any attempt to dodge.

Feinting Distance Strike

Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Wind-Borne Fang

Shot may not be parried.

Arrow Shaping Method

Cost: 1 mote per Essence arrows
Duration: Instant
Type: Reflexive
Minimum Dexterity: 1
Minimum Essence: 1
Prerequisite Charms: None

Let's a Lunar turn up to his Essence in sticks and rough stones into whcihever sorts of arrows or other ranged weapons he'd like.
Material stays usable as arrows for the Lunar's Dexterity in turns.

Blood Shaping Arrow Technique

Cost: 8 motes, 1 Willpower, 1 HL
Duration: One Scene
Type: Simple
Minimum Stamina: 4
Minimum Essence: 3
Prerequisite Charms: Arrow Shaping Method

Provides a Lunar with whatever arrows or other ranged weapons they want for the scene. Until this Charm ends, they cannot recover the health level used to activate it.

Tip Sharpening Touch

Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Arrow Shaping Method

Adds piercing to a ranged attack. Ranged attacks that are already piercing do not benefit from this Charm.

Barbed Missle Attack

Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Arrow Shaping Method

The missile grows barbs, which inflict it's base damage again when the arrow is removed. Until the arrow is removed, the wound it cause bleeds freely.
An Exalt can halt the bloodflow from a Barbed Missle Attack, but most do so again once every Stamina turns. Mortals cannot do so at all until the missile is removed.

Angry Wasp Attack

Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Strength: 1
Minimum Essence: 1
Prerequisite Charms: None

Adds up to the Lunar's Strength in pre-soak damage.

Luna's Biting Fang

Cost: 3 motes per die
Duration: Instant
Type: Supplemental
Minimum Strength: 3
Minimum Essence: 2
Prerequisite Charms: Angry Wasp Attack

Increases the minimum damage done by this ranged attack by 1 per die, to a maximum of the Lunar's Strength. The essence for Luna's Biting Fang must be spent before the attack is made.

Deadly Warrior's Shot

Cost: 3 motes per die
Duration: Instant
Type: Supplemental
Minimum Strength: 4
Minimum Essence: 2
Prerequisite Charms: Angry Wasp Attack

Convert up to Strength dice of post-soak damamge dice into automatic successes. Cannot convert dice that don't exist, and the essence for the Deadly Warrior's Shot must be spent before the attack is made.

Shell Piercing Shot

Cost: 7 motes
Duration: Instant
Type: Supplemental
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Angry Wasp Attack, Tip Sharpening Touch

Ranged attack ignores armor.

Heart Seeking Missle

Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Shell Piercing Shot

A target slain by the Heart Seeking Missle is counted as having their heart's blood devoured by the Lunar. You add their form to your library.

Twin Shot Method

Cost: 2 motes
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None

Make two ranged attacks.

Hunting the Herd

Cost: 3 motes per attack
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Twin Shot Method

Take up to Dexterity ranged attacks, paying 3 motes per attack.

Rain of Iron Doom

Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Extra Actions
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Hunting the Herd

Designate a point within your weapon's maximum range. You may make a ranged attack against any number of targets within Essence x 10 yards of this point. You may not target structures with these attacks.
Rain of Iron Doom does not conjure additional ammo. If you run out, the Charm ends.

Fight the Swift Current

Cost: 1 mote
Duration: Instant
Type: Suplemental
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None

Eliminate penalties (either difficulty increases or dice pool penalties) from the environment. This includes penalties for low or no light, but not from range.

Thread the Needle's Eye

Cost: 2 motes
Duration: Instant
Type: Suplemental
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None

Eliminate penalties (either difficulty increases or dice pool penalties) from cover.

Swift Winged Flight

Cost: 2 motes
Duration: Instant
Type: Suplemental
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: None

Multiply the max range of the attack by the Lunar's Essence.

Ricochet Pursuit

Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 3
Prerequisite Charms: Fight the Swift Current, Thread the Needle's Eye, Swift Winged Flight

If a ranged attack rolls any successes but is successfully parried or dodge, you may activate Richoet Pursuit to make another attack against the same target with the same missile, using a number of dice equal to the successes of the first attack.
You need not declare the use of Ricochet Pursuit until the attack has resolved.

Widnhand's Guard

Cost: 2 motes for self, 3 motes for others
Duration: Instant
Type: Reflexive
Minimum Dexterity: 2
Minimum Essence: 2
Prerequisite Charms: None

Make a reflexive parry attempt with Dexterity + whatever ranged ability is appropriate against an incoming ranged attack aimed at yourself, or at someone within the maximum range of your ranged weapon.

Sword Deflecting Technique

Cost: 3 motes for self, 5 motes for others
Duration: Instant
Type: Reflexive
Minimum Dexterity: 3
Minimum Essence: 2
Prerequisite Charms: Widnhand's Guard

Make a reflexive parry attempt with Dexterity + whatever ranged ability is appropriate against an incoming attack aimed at yourself, or at someone within the maximum range of your ranged weapon.

Dance with the Distant Partner

Cost: 3 motes per direction eliminated
Duration: Instant
Type: Simple
Minimum Dexterity: 4
Minimum Essence: 3
Prerequisite Charms: Sword Deflecting Technique

Eliminate one direction an opponent can move per turn. Directions that can be eliminated are towards you, away from you, to the left, to the right, or remaining where they are.
An opponent who moves (or fails to move) in an eliminated direction is hit by a number of ranged attacks equal to the Lunar's Essence, each with Dexterity converting to successes.



Should Rain of Iron Doom read "you may take a ranged attack against each target with 10xessence yards"? That is, "anyone" could be read as only one attack, or one per in-range target. Which is it? And can it apply to structures?

It's anyone you want to attack, which can potentially be everyone. That is, if you, and your ally, and twenty DB are in melee combat, you can use Raind of Iron Doom to hit the twenty DB without hitting yourself.

And I'm gonna neg on the structures for the moment, but I could see a few other arguements either way. DS