StarJaunter/NWODSolarFirearms

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Solar Firearms

There Is No Wind
Cost: 1m or 2m
Mins: Firearms 4, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Excellency

The solar's heart knows the bullet's path. Using this charm to supplement an attack
means all penalties on a shot, including range, conditions, and cover. All except wound
penalties, and multiple action penalties. At essence 2, the solar may spend 1 extra
mote to make the attack have a range equal to whatever their visibility is.

Accuracy Without Distance
Cost: 1m and 1wp
Mins: Firearms 5, Essence 2
Type: Supplemental
Keywords: Combo-OK, perfect, obvious
Duration: Instant
Prerequisites: There is no wind

The solar fires a single perfect shot. When making an attack supplemented with this
the attack will always hit with one success, unless a perfect defense is used. Thus
they can always do at least one damage, plus extra effects like poisoned or flaming
arrows. The solar, of course, still rolls their normal roll, they just get to add a success
If you are making a non-combat shot and would like to buy extra successes for some reason
they can be purchased for 1 mote each.

Forceful Shot
Cost: 1m
Mins: Firearms 4, Essence 1
Type: Supplemental
Keywords: Combo-OK, knockback, obvious
Duration: Instant
Prerequisites: There is no Wind

Essence imbues the Lawgiver's arrow with great force. Shots supplemented with this charm
can knock an opponent away or even knock them down. If even one damage is dealt, the
target is knockbacked the Exalt's essence in yards and, if alive, must roll stamina +
athletics - Exalt's essence or be knocked down.

Trance of Unhesitating Speed
Cost: 1m or 2m
Mins: Firearms 3, Essence 1
Type: Extra Action
Keywords: Combo-OK, obvious, extra action, stackable
Duration: Instant
Prerequisites: Excellency

The shooter flows with unhesitating grace through the forms of firing her weapon. This
charm lets a solar take an extra action that can only be used to perform a firearm attack.
The solar may spend one mote per action for normal attacks and must spend two motes per action
to fire multi turn weapons within a single extra action. The solar may add up to their essence
in extra actions.

Bullet Storm Technique
Cost: 2m,1wp
Mins: Firearms 5, Essence 2
Type: Supplemental
Keywords: Combo-basic, obvious
Duration: Instant
Prerequisites: Trance of Unhesitating Speed

Against a single Solar, the armies of the unrighteous fall. The Charm supplements an attack's
autofire capabilities, first it gives it autofire even if it wouldn't have it normally. Next
you may ignore penalties to attack multiple targets, up to three times Exalt's essence dots.
Also you may avoid hitting targets, even if they are mixed up among your targets, and they
don't even count against your total possible targets.

Flashing Vengeance Draw
Cost: 1m
Mins: Firearms 3, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Trance of Unhesitating Speed

The retribution of Solars is swift and terrible. This charm adds your essence dots to your
initiative. If your firearm is not at the ready it is instantly readied as well.

Essence Shot Attack
Cost: 1m
Mins: Firearms 2, Essence 1
Type: Supplemental
Keywords: Combo-OK, holy, obvious
Duration: Instant
Prerequisites: none

The Character charges their attacks with essence. At base level this charm adds essence to damage
As essence increases they gain additional options, At essence two they may add flaming shots, with
this causing fire damage and igniting things. At essence three they can choose a dazzling shot, making
it flare with holy sunlight which causes agg damaged to creatures of darkness, like demons and vampires


Phantom Ammunition Technique
Cost: - 1m per attack
Mins: Firearms 3, Essence 1
Type: Permanent
Keywords: obvious
Duration: -
Prerequisites: essence arrow attack

Lawgivers can use this charm to shape ammunition of sparkling essence. This charm permanently
alters the Exalt so they may make ranged attacks without expending ammunition, just spend 1 mote
without it even counting as a charm use.

Summoning the Loyal Gun
Cost: 1m
Mins: Firearms 3, Essence 1
Type: Simple
Keywords: Combo-OK
Duration: Indefinate
Prerequisites: Phantom Ammunition Technique

Solars may spend a turn and one mote to banish a firearm to elsewhere, as long as the mote
stays committed it will stay there. They can draw the weapon out of elsewhere by releasing
the mote and spending a turn readying the weapon. This may only banish weapons designs for
firearms ability or other ranged weapons, like bows.

Immaculate Golden Firearm
Cost: 1m, 1wp
Mins: Firearms 4, Essence 2
Type: Simple
Keywords: Obvious
Duration: Scene
Prerequisites: Phantom Ammunition Technique

The Solar shapes a weapon of their essence with a unique appearance chosen by them. The exalt
may choose on of several options when buying this charm, and repurchase it to gain other options
The maximum number of times this charm can be purchased is equal to lawgiver's essence score.
The Exalt may choose a one handed weapon with a short range of 40 yards and damage of exalt's essence
score in lethal. Instead they may choose to summon two one-handed weapons, balanced so there is
no off-hand penalty for 2 motes and one willpower. Summoning a two handed weapon gives them a
short range of 200 yards and a damage of 2 times exalt's essence. To customize weapons chosen
when charm is purchased they may trade 25% of original range for a damage level and vice versa
the may also trade damage for a level of autofire ability. So long-burst auto takes away three
damage. Each configuration requires a charm purchase and can only be changed when essence does.

Inexhaustible Clip of Solar Fire
Cost: 2m, 1wp
Mins: Firearms 5, Essence 3
Type: Simple
Keywords: Combo-OK, obvious
Duration: scene
Prerequisites: Phantom Ammunition Technique

This charm allows the Solar to shape ammunition out of ambient essence for the rest of the scene.
This functions as phantom Arrow technique except that no motes must be spent, each attack also
gets another damage die, and there is no way a shot will hit an unintended target since the exalt
can dissolve the essence of the shot before it hits.

Rain of Steel Death
Cost: 1m or 2m
Mins: Firearms 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, obvious
Duration: Instant
Prerequisites: Phantom Ammunition Technique

Essence multiplies the force of the Lawgiver's blow. The solar spends one mote per duplicate
attack. Each attack rolls the same number of dice and suffers the same penalty, but all hit
simultaneously. You must spend 2 motes per attack for attacks that cost 2 or more resources
per shot, like missiles. Or for attacks using magical ammunition, such as artifact bullets.
Finally the solar must spend 2 motes per attack duplicate when the attack has been enhanced
by other charms in a Combo with this one.

Firing Squad Preparation
Cost: 2m, 1wp
Mins: Firearms 4, Essence 2
Type: Simple
Keywords: Combo-OK, obvious, stackable, delegation
Duration: Indefinite
Prerequisites: Phantom Ammunition Technique

Lawgivers may project their power afar using Mortals as pawns. The charm allows a Solar to
prepare a group of Mortals equal to their Firearms score in Firearms techniques. This grants
the Mortals a Firearms score at least as great as the minimum of the Solar's Essence and their
firearm's score. More importantly it allows the Solar to gain an awareness of when and why the
group is employing their Firearm skills and to choose to use their Solar Dicepool and excellencies
as if they were there. They may also use: There is no Wind, Forceful shot, Essence Shot Attack.
If group has less people in it than Solar's Firearms score when the are acting as Delegates they
suffer a die penalty equal to the difference. This charm makes no provision for why the Mortals
are willing to follow the Solar.


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