Difference between revisions of "BogModAlternateSidereals/Archery"

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Those who can not access the Loom have investigated many ways to predict the future.  Examining the stars is but one.  Another is to heat a tortoise shell until it cracks and from the cracks make a prediction.  However when armor cracks and breaks there is but one fate in store for its wearer.  This charm is an attack directed against a target's armor.  On a hit the damage is only soaked by the target's armor soak.  Damage is then rolled normally with each success removing a point of lethal and bashing soak from the armor.  Mundane armors require repair at a proper fascility to regain lost soak.  Magical armors regain their soak at the end of the scene.
 
Those who can not access the Loom have investigated many ways to predict the future.  Examining the stars is but one.  Another is to heat a tortoise shell until it cracks and from the cracks make a prediction.  However when armor cracks and breaks there is but one fate in store for its wearer.  This charm is an attack directed against a target's armor.  On a hit the damage is only soaked by the target's armor soak.  Damage is then rolled normally with each success removing a point of lethal and bashing soak from the armor.  Mundane armors require repair at a proper fascility to regain lost soak.  Magical armors regain their soak at the end of the scene.
 
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<b>Fateful Improvisation of Ammunition</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Archery 1, Essence 2; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> None
  
Arrow Supplier(1b)
+
Mars ensures the Sidereals can always arm themselves when they put in the time to prepare.  This charm lets a Sidereal scrounge up a quiver's worth of arrows as a dramatic action.  It doesn't matter her location.  If it would be beyond credability to find actual arrows she finds things that will work just as well really.  Long rocks that just happen to have the right shape for it or animal bones that have been gnawed into just the right shape.
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<b>Starlight Bolt Ammunition</b><br>
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<b>Cost:</b> 2m; <b>Mins:</b> Archery 3, Essence 3, House of Battles 2; <b>Type:</b> Supplemental<br>
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<b>Keywords:</b> College, Combo-OK, Holy, Obvious<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Fateful Improvisation of Ammuntion
  
College, energy arrows(2b), builds off 1b.
+
Red starlight surrounds her arrow as she fires it, the bolts slaying demon and monster alike.  This charm enhances an archery attack to make the arrow do Aggravated damage against Creatures of Darkness.  For an additional mote the Sidereal can form these arrows from pure essence rather then enhance arrows she allready has.
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<b>Arms from the Crimson Armory</b><br>
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<b>Cost:</b> 9m, 1wp; <b>Mins:</b> Archery 5, Essence 3, House of Battles 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> College, Obvious<br>
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<b>Duration:</b> Indefinite<br>
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<b>Prerequisite Charms:</b> Starlight Bolt Ammunition
  
College, fate bow(3b), builds off 2b.
+
Expanding greater power and control the Sidereal makes themself a powerbow of Starmetal.  This bow has all the normal stats and properties of regular Starmetal Short Powerbow.  It can even hold a Hearthstone.  In addition the Target Numbers of rolls used in conjunction with this bow are reduced by 1.  Savvy observers will note however that the bow doesn't reflect oblique light into a rainbow as normal starmetal does but instead only reflects the red light of Mars.
 
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Revision as of 23:12, 18 August 2009

Archery is The Quiver


Hawk Feathered Arrow Technique
Cost: 4m; Mins: Archery 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency

The key to warfare is mobility. Any immobile point can eventually be overrun. Thus the Viziers strike quickly then move on to their next attack. This supplements an archery attack or a flurry of archery attacks to reduce the speed of the attack to 3. No combination of effects including this charm can reduce the speed of the attack below 3.


Splitting the Arrow Shot
Cost: 1m; Mins: Archery 2, Essence 1; Type: Suplemental
Keywords: Combo-OK, Stacking
Duration: Instant
Prerequisite Charms: None

Having found a vulnerable point the Sidereal continues to take advantage of that point with unerring accuracy. Any hit against a target that would roll damage, has its damage after soak increased by one. This effect stacks with itself when used with this charm. So a sidereal of essence 3 who has hit a target 3 times using this charm, regardless of how much damage those hits did on the roll, adds 3 dice to their post soak damage when they use this charm.


Cunning Arrow Trick
Cost: 3m; Mins: Archery 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency

Most the secret of being a skilled archer is knowing where your openent will be. The other part is being able to shoot that spot. Knowing the twists of Fate as they do and with Essence flowing into their actions a Sidereal has both. Archery attacks supplemented with this charm ignore anything less then complete cover and negate the bonus of non-magical shields.


Cracked Shell Divanations
Cost: 4m; Mins: Archery 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Splitting the Arrow Shot

Those who can not access the Loom have investigated many ways to predict the future. Examining the stars is but one. Another is to heat a tortoise shell until it cracks and from the cracks make a prediction. However when armor cracks and breaks there is but one fate in store for its wearer. This charm is an attack directed against a target's armor. On a hit the damage is only soaked by the target's armor soak. Damage is then rolled normally with each success removing a point of lethal and bashing soak from the armor. Mundane armors require repair at a proper fascility to regain lost soak. Magical armors regain their soak at the end of the scene.


Fateful Improvisation of Ammunition
Cost: -; Mins: Archery 1, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None

Mars ensures the Sidereals can always arm themselves when they put in the time to prepare. This charm lets a Sidereal scrounge up a quiver's worth of arrows as a dramatic action. It doesn't matter her location. If it would be beyond credability to find actual arrows she finds things that will work just as well really. Long rocks that just happen to have the right shape for it or animal bones that have been gnawed into just the right shape.


Starlight Bolt Ammunition
Cost: 2m; Mins: Archery 3, Essence 3, House of Battles 2; Type: Supplemental
Keywords: College, Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Fateful Improvisation of Ammuntion

Red starlight surrounds her arrow as she fires it, the bolts slaying demon and monster alike. This charm enhances an archery attack to make the arrow do Aggravated damage against Creatures of Darkness. For an additional mote the Sidereal can form these arrows from pure essence rather then enhance arrows she allready has.


Arms from the Crimson Armory
Cost: 9m, 1wp; Mins: Archery 5, Essence 3, House of Battles 3; Type: Simple
Keywords: College, Obvious
Duration: Indefinite
Prerequisite Charms: Starlight Bolt Ammunition

Expanding greater power and control the Sidereal makes themself a powerbow of Starmetal. This bow has all the normal stats and properties of regular Starmetal Short Powerbow. It can even hold a Hearthstone. In addition the Target Numbers of rolls used in conjunction with this bow are reduced by 1. Savvy observers will note however that the bow doesn't reflect oblique light into a rainbow as normal starmetal does but instead only reflects the red light of Mars.


Enraging enemy charm(1c)

Fire arrow(2c), builds off 1c.

college multi arrow charm(3c), builds off 2c.

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