Difference between revisions of "BSLunarCharmsArchery"

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* BerserkSeraph/AbilityLunars
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* [[BerserkSeraphBSLunarCharmsArchery/AbilityLunars]]
* BerserkSeraph
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* [[BerserkSeraph]]
  
 
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Adds bonus dice to a single Archery action (Not necessarily an attack - it works for trick shots and 'arrow parries'), up to the Lunar's Dexterity in bonus dice. Shots fired with this charm are identifiable - the feathers used to fletch them take on the color of moonsilver.  
 
Adds bonus dice to a single Archery action (Not necessarily an attack - it works for trick shots and 'arrow parries'), up to the Lunar's Dexterity in bonus dice. Shots fired with this charm are identifiable - the feathers used to fletch them take on the color of moonsilver.  
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<b><i>Silver-Sinew String</i></b>
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  <b>Cost:</b> 3 motes
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  <b>Duration:</b> Instant
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  <b>Type:</b> Reflexive
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  <b>Minimum Archery</b>: 3
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  <b>Minimum Essence:</b> 2
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  <b>Prerequisite Charms:</b> Shot Fletched in Moonsilver
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The Lunar transmutes the string of his bow to moonsilver, drastically increasing the draw limit of the entire construct in a fashion that almost ensures that the entire magnificent strength of the Lunar - and then some - can come into play. In addition, shots fired from the bow can pierce the skin of spirits, making it a useful tool even for Lunars with mighty artifact-bows. The Lunar may activate this charm at any time. For the first shot fired after activating this Charm, his bow has no maximum Strength limit applied, and that shot can strike dematerialized spirits. This Charm, however, grants no particular ability to sense such beings - some other method must be used.
  
 
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The Lunar's shot streaks through the darkness, unerrringly hunting its prey - or, if necessary, unerringly finding an ally. The shot enhanced by this Charm is not affected by visibility issues, and may fire freely out to double normal range without penalty (or triple range at -2 penalty, or quadruple range at -4 penalty). In addition, it will not strike allies in error - if fired at a friend of the Lunar's, it will instead loop around the ally and shoot straight into the air, giving off a shriek audible only to the archer - in the First Age, this was used to locate allies in dense fog or other strange conditions.
 
The Lunar's shot streaks through the darkness, unerrringly hunting its prey - or, if necessary, unerringly finding an ally. The shot enhanced by this Charm is not affected by visibility issues, and may fire freely out to double normal range without penalty (or triple range at -2 penalty, or quadruple range at -4 penalty). In addition, it will not strike allies in error - if fired at a friend of the Lunar's, it will instead loop around the ally and shoot straight into the air, giving off a shriek audible only to the archer - in the First Age, this was used to locate allies in dense fog or other strange conditions.
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<b><i>Raptor's Paired Talons</i></b>
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  <b>Cost:</b> 4 motes
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  <b>Duration:</b> Instant
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  <b>Type:</b> Supplemental
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  <b>Minimum Archery</b>: 4
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  <b>Minimum Essence:</b> 2
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  <b>Prerequisite Charms:</b> Diving Falcon Arrow, Gentle Bat Arrow
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The Lunar's shot glistens with silver Essence as it streaks through the air, infused with the fluid and yielding nature of moonsilver. If impeded, the shot splits in twain, each new 'half' bursting from the former to complete its course. The Lunar must activate this Charm before making an archery attack. If the attack is parried (regardless of successes rolled), the arrow splits - ignore the parry and halve (round down) the successes on the original attack. The two new arrows continue the attack, each with the reduced success pool. These new arrows can be defended against as normal, and gain none of the Charm-enhanced benefits of the original shot (if any exist) save for one exception - the Lunar may reflexively pay to activate this Charm for either or both shots, but must declare this as soon as the shots split.<br>
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<i>Example: Five-Fangs, a Full Moon archer, wins initiative and fires an arrow at a Solar opponent with 12 successes. Rather than risk the attack with a mundane defense, the Solar opts to use Heavenly Guardian Defense. The result - two arrows, with 6 successes. Just to be contrary, Five-Fangs pays to activate this Charm for both arrows. Shocked, the Solar defaults to a full parry. The result? Four arrows, with 3 successes each. The Solar's flagging dice pool can't keep up with the attack, and the final two arrows manage to get through his defense.</i>
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<b><i>Heart-Seeking Assasin's Shot</i></b>
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  <b>Cost:</b> 2 motes + 3 motes per success
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  <b>Duration:</b> Instant
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  <b>Type:</b> Supplemental
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  <b>Minimum Archery</b>: 4
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  <b>Minimum Essence:</b> 3
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  <b>Prerequisite Charms:</b> Diving Falcon Arrow, Gentle Bat Arrow
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Buys extra successes on damage, as per Deadly Assassin's Shot (Page 160 of E: The Lunars). In addition, a foe killed by this attack has his heart's blood drawn out and may have his shape (if it is within the Lunar's capabilities for shapechanging) added to the Lunar's library of forms. <br>
  
 
===== Comments =====
 
===== Comments =====

Revision as of 08:06, 5 April 2010


I'm testing out a way of handling Transformation Charms so that they are suitable for their price at activation while not crippling the Lunar with massive commitment of motes. As such, all Transformation charms will now be indefinite in duration but only require the commitment of one-half, rounded up, of their motes - thusly a Lunar cannot rapidly mutate himself without taking commeasurate lose of motes, but a Lunar who is patient enough to wait can essentially 'recoup' half of his investment on such Charms.

I am so not certain about Blood-splattered Eagle's Eye Advantage. It seems too cheap for its considerable duration. I'm thinking I may just make it scenelong and ignore the norms for Transformation Charms, in the face of its considerable oomph. That said, as a scenelong it's just a more expensive Blade of the Battle Maiden for archery.

Flourishing Arsenal of Fangs

 Cost: 5 motes
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: None

The Lunar reconfigures his body to become a living arsenal - he creates arrows of rarefied perfection from his own form. A Lunar using this charm can 'pluck' up to his Dexterity in arrows from his form each turn - these arrows are made of some portion of his body, which immediately grows back as it is removed (A Shark-totem Lunar might pluck out his own teeth, while a porcupine-totem Lunar might pull out his hair). Regardless of what form the arrows take, they take an approximate shape similar to that of an arrow (hair straightens and becomes as hard as steel, a plucked tooth will lengthen, and so on) and can be fired as normal. Once fired, they lose their magic - hair becomes supple, the moonsilver shaft of a tooth-arrow melts away, etc. Regardless of the form, all arrows made with this Charm deal a base of the user's Strength + Essence dice of lethal damage.
This is a Transformation Charm of the Mysteries Totem.


Shot Fletched in Moonsilver

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms: None

Adds bonus dice to a single Archery action (Not necessarily an attack - it works for trick shots and 'arrow parries'), up to the Lunar's Dexterity in bonus dice. Shots fired with this charm are identifiable - the feathers used to fletch them take on the color of moonsilver.


Silver-Sinew String

 Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Shot Fletched in Moonsilver

The Lunar transmutes the string of his bow to moonsilver, drastically increasing the draw limit of the entire construct in a fashion that almost ensures that the entire magnificent strength of the Lunar - and then some - can come into play. In addition, shots fired from the bow can pierce the skin of spirits, making it a useful tool even for Lunars with mighty artifact-bows. The Lunar may activate this charm at any time. For the first shot fired after activating this Charm, his bow has no maximum Strength limit applied, and that shot can strike dematerialized spirits. This Charm, however, grants no particular ability to sense such beings - some other method must be used.


Diving Falcon Arrow

 Cost: 3 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Shot Fletched in Moonsilver

The Lunar fires a shot deep into the sky, where, seemingly of its own accord, it screams back down to earth, piercing the target with deadly intent. Arrows fired with this charm seem to shriek as they fly, and may be mistaken for birds if fired from ambush. The shot enhanced by this Charm ignores dice of environmental penalties up to the Lunar's Essence, and ignores the success-reduction of shields. This Charm cannot generally be used indoors without a stunt (Describing how the bolt rips through the ceiling and comes shooting back in, for example.)


Blood-splattered Eagle's Eye Advantage

 Cost: 6 motes per die, 2 willpower
 Duration: Indefinite
 Type: Simple (Transformation)
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Shot Fletched in Moonsilver

The Lunar changes his eyes to those of a frenzied bird of prey - his every motion and muscle twitch with the desire to pin his enemies to the ground, to the sky, to tear their hearts out in a storm of merciless arrows. And so it is - most Lunars who manifest this transformation gain the manic red eyes of a goshawk.
While this Charm is active, the Lunar converts a number of Archery action dice - paid for at the Charm's activation - to automatic successes. The Lunar may not convert more dice in this method than his Archery or Dexterity score (whichever is lower).
This is a Transformation Charm of the Cunning Totem.


Gentle Bat Arrow

 Cost: 3 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Shot Fletched in Moonsilver

The Lunar's shot streaks through the darkness, unerrringly hunting its prey - or, if necessary, unerringly finding an ally. The shot enhanced by this Charm is not affected by visibility issues, and may fire freely out to double normal range without penalty (or triple range at -2 penalty, or quadruple range at -4 penalty). In addition, it will not strike allies in error - if fired at a friend of the Lunar's, it will instead loop around the ally and shoot straight into the air, giving off a shriek audible only to the archer - in the First Age, this was used to locate allies in dense fog or other strange conditions.


Raptor's Paired Talons

 Cost: 4 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Diving Falcon Arrow, Gentle Bat Arrow

The Lunar's shot glistens with silver Essence as it streaks through the air, infused with the fluid and yielding nature of moonsilver. If impeded, the shot splits in twain, each new 'half' bursting from the former to complete its course. The Lunar must activate this Charm before making an archery attack. If the attack is parried (regardless of successes rolled), the arrow splits - ignore the parry and halve (round down) the successes on the original attack. The two new arrows continue the attack, each with the reduced success pool. These new arrows can be defended against as normal, and gain none of the Charm-enhanced benefits of the original shot (if any exist) save for one exception - the Lunar may reflexively pay to activate this Charm for either or both shots, but must declare this as soon as the shots split.
Example: Five-Fangs, a Full Moon archer, wins initiative and fires an arrow at a Solar opponent with 12 successes. Rather than risk the attack with a mundane defense, the Solar opts to use Heavenly Guardian Defense. The result - two arrows, with 6 successes. Just to be contrary, Five-Fangs pays to activate this Charm for both arrows. Shocked, the Solar defaults to a full parry. The result? Four arrows, with 3 successes each. The Solar's flagging dice pool can't keep up with the attack, and the final two arrows manage to get through his defense.


Heart-Seeking Assasin's Shot

 Cost: 2 motes + 3 motes per success
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms: Diving Falcon Arrow, Gentle Bat Arrow

Buys extra successes on damage, as per Deadly Assassin's Shot (Page 160 of E: The Lunars). In addition, a foe killed by this attack has his heart's blood drawn out and may have his shape (if it is within the Lunar's capabilities for shapechanging) added to the Lunar's library of forms.

Comments