LunarRanged/CrownedSun

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Lunar Ranged Combat Charms by CrownedSun

Ranged Combat I

Unseen Death Shot

 Cost: 5 motes
 Duration: Instant
 Type: Supplemental
 Minimum Wits: 3
 Minimum Essence: 2
 Prerequisite Charms: Eagle Eye Advantage

When used with the advantage of surprise, a ranged weapon can be a deadly instrument of sudden and almost unavoidable death. The Lunar with this charm has learned to master this, mastering his senses to note the perfect opportunity and altering his reflexes so that he can unleash his wrath on his foes with the utmost of deadly ability. When used from surprise, the Lunar using this charm automatically converts his Dexterity dice into automatic successes on the attack roll. This charm is useless unless used combined with total surprise.

Precision Honing Shot

 Cost: 1 mote per die
 Duration: Instant
 Type: Supplemental
 Minimum Perception: 3
 Minimum Essence: 2
 Prerequisite Charms: Unseen Death Shot

With the use of subtle shapeshifting affecting the Lunar’s eyes, hands, and arms he gains a level of precision that mortal marksmen cannot match. In addition to processing the information that his eyes receive, he gains the necessary steady hand and precise movements necessary to take advantage of that information. The result is the ability to hit vital areas on one’s opponents, even over great distances, despite either distance or movement of either the target or the Lunar himself.
The Lunar spends 1 mote per die, each mote adding one dice to the damage pool of his shot if it should land successfully. The Lunar cannot increase the damage of the shot by more than his Dexterity rating.

Two-Target Method (Revised)

 Cost: 3 motes
 Duration: Instant
 Type: Extra Action
 Minimum Dexterity: 3
 Minimum Essence: 2
 Prerequisite Charms:  Knowing the Arrow's Path

By pouring some of his own ferocity and power in an arrow, a Lunar can attack two separate targets with a single arrow -- usually by shooting through the first target, and into another! Both targets must be within two yards of each other, and the Lunar only makes a single Dexterity + Archery attack roll. The first target recieves a chance to parry as normal, and if he successfully avoids the attack then no damage is done to either targets.
Should the first attack hit, however, it continues on to the next target. The attack is reduced by however many successes the initial target got on his parry roll, if any, and then resolved as normal. This second attack is considered to be a surprise, however, and the target cannot defend against it unless he has a charm that allows him to defend against attacks of which he is unaware.

Ranged Combat II

Arrow-Flinging Style</b>

 <b>Cost: 5/8 motes, 1 willpower
 Duration: One Scene
 Type: Simple
 Minimum Dexterity: 4
 Minimum Essence: 3
 Prerequisite Charms: Eagle Eye Advantage, Moonsilver Monkey Exercise

Often times, access to weapons can be difficult, and bows especially given the fact that they are large and cumbersome. Bows can be lost, misplaced, left behind, or simply broken or otherwise rendered unusable. In addition, they’re presence will not be appreciated in many locations especially if the people there fear assassins.
Thus, this charm was developed by the Lunar’s – with it, the archer does not need a bow at all only ammunition. For the rest of the scene, he can fling arrows from his hands with just as much force and power as if he was using a Short (5 motes) or Long (8 motes) Powerbow. This charm does NOT give you any hearthstone settings, only the stat’s of the artifact in question.

Ranged Combat III (Shapeshifting)

Painful Projectile Expulsion

 Cost: 2 motes and 1 health level per batch
 Duration: Instant
 Type: Reflexive
 Minimum Manipulation: 3
 Minimum Essence: 2
 Prerequisite Charms: Shaping the Ideal Form

The Lunar Exalted with this charm is never short ammunition, able to form multiple types of arrows out of his own flesh as well as various kinds of thrown weapons. The exact method varies from lunar to lunar, with some pulling broadhead arrows from their hair while others rip flowing silver chakrams from their very skin. Each activation of this charm allows the lunar to summon one batch of arrows or thrown weapons, equal to his (Essence + Charisma) in projectiles. These weapons are then available until used, and are normal in every way. The character can choose what kind of weapons he creates when using this charm, from target arrows to javelins. Once you reach Essence 3, you can reabsorb arrows after using them to regain one health level per batch of arrows. This takes a simple action per batch, and requires you to have an entire batch on hand.

Returning-Arrow Gesture

 Cost: 2 motes, +1 mote/additional arrow
 Duration: Instant
 Type: Reflexive
 Minimum Charisma: 2
 Minimum Essence: 3
 Prerequisite Charms: Painful Projectile Expulsion

Exuded Arrows are not cheap, and many Lunars are loathe to use them indiscriminately. Thankfully, the Arrows are quite hardy and almost always survive being fired allowing them to be retrieved after the battle. Some don’t like to wait that long, however, and thus this charm was developed – allowing all recently fired exuded arrows to be retrieved with little effort on the part of the one who fired them, in the middle of battle. The fact that they tear their way out of the body of whomever they might be in, of course, is only a bonus.
Two motes summons the first arrow; any other arrows, up to the number fired this scene, can be summoned back for an additional mote. These arrows immediately pull out of any target they might be in, and crawl back toward the Lunar, reaching him at the end of the turn and crawling back up to wherever he stores his ammunition to be used again the next turn.\\ Arrows still within a living victim do an additional amount of damage, soaked only with natural stamina, equal to the arrows base damage (minimum 1L) plus two (target arrows do 3L, broadhead arrows do 4L, and frog crotch arrows do 6L). This bonus damage is caused by the charm, which attempts to maximize the damage done as it exits the victim.

Removing an arrow in the midst of battle is a Medicine roll, requiring the targets action but only difficulty 1. If successful, no damage is done. Otherwise, or if the target just rips any arrows out reflexively, the arrows do damage equal to the arrows unmodified base damage (subtract two from the above numbers).

Savage Rooted Arrows

 Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Manipulation: 4
 Minimum Essence: 3
 Prerequisite Charms: Returning-Arrow Gesture

This particularly nasty trick is especially feared by all who have experienced it. One arrow, filled with fertile essence when fired, becomes alive and anxious for growth and warmth and blood. If the arrow hits its target and does at least one point of damage, the arrow grows multiple tough tendrils – roots that connect it quite firmly into the flesh of the victim.
This does no immediate damage, but is quite painful. The Medicine roll to remove the arrow safely increases to difficulty five, and even a successful roll one lethal damage. If the roll fails, the arrow can still be pulled out, but does an amount equal to the base damage of the arrow. All of this damage can only be reduced by natural stamina.
In addition, if the subject merely tries to pull the arrow out by brute force, he must make a Strength roll. Even one success means he succeeds – doing the damage listed above, PLUS any successes he made on the strength roll. If he fails, he does only does half the above damage but the arrow remains firmly rooted.

Comments

Deleted Discussion:</b> Should Lunars have access to non-animalistic shapechanging charms? My vote is yes; a number of these already exist in the book as described, and others are certainly feasible. In the end, Lunars are Exalted, not shapechanging freaks.