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Latest revision as of 17:05, 8 June 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