IsawaBrian/SolarArcheryExtraActions
First Edition and Conversions
Two Shots as One
Cost: 2 motes Duration: Instant Type: Extra Action Minimum Archery: 2 Minimum Essence: 1 Prerequisite Charms: Wise Arrow
The character nocks two arrows to her bow at once and fires them at a single opponent, trusting to Essence to harmonize the attacks. The attacks occur simultaneously, but each is rolled separately, although any defenses are applied to both attacks equally.
In Second Edition, this Charm is dramatically different.
Cost:1m; Mins: Archery 2, Essence 1; Type: Reflexive (Step 1) Keywords: Combo-OK, Leader Duration: One Action Prerequisite Charms: Any Archery Excellency
The character's hand moves so swiftly across her bowstring as to virtually fire two shots as one. Add one to the Rate and one to the Accuracy of her weapon until her next action.
Steel Barrage
Cost: 5 motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Archery: 5 Minimum Essence: 2 Prerequisite Charms: Two Shots as One, Trance of Unhesitating Speed
Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows. The Solar may attack this turn a number of times equal to his Dexterity, but may not split his dice pool. Defensive Charms are therefore recommended for Combos with this Charm.
In Second Edition, this Charm is slightly different.
Cost:5m or 10m, 1 wp; Mins: Archery 5, Essence 2; Type: Extra Action Keywords: Combo-OK, Leader, Obvious Duration: Instant Prerequisite Charms: Two Shots as One, Trance of Unhesitating Speed
Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows. This Charm creates a magical flurry, allowing the Exalt to make up to a total number of attacks equal to (his Dexterity +1), regardless of Rate, without multiple action penalties, and with a DV enalty equal to the highest penalty for any one attack. This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 10m, 1 wp.
Hawk-Against-the-Storm Meditation
Cost: 10 motes, 1 Willpower Duration: One Scene Type: Extra Action Minimum Archery: 5 Minimum Essence: 4 Prerequisite Charms: Steel Barrage, Arrow Storm Technique
The Solar charges herself with Essence. Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay. Until the end of the scene, the Solar gains a number of extra archery attacks each round equal to her permanent Essence. These actions may not be further divided by splitting her dice pool. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.
In Second Edition, this Charm is slightly different.
Cost:10m or 20m, 1 wp; Mins: Archery 5, Essence 4; Type: Extra Action Keywords: Combo-Basic, Leader, Obvious Duration: One Scene Prerequisite Charms: Steel Barrage, Arrow Storm Technique
The Solar charges herself with Essence. Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay. Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1). Any attacks or similar actions in the flurry must use Archery actions. Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal. This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 20m, 1 wp. No further Extra Action Charms or effects can be used to gain further actions.
Two Moments as One
Cost: 6 motes, 1 Willpower Duration: One Scene Type: Extra Action Minimum Archery: 5 Minimum Essence: 5 Prerequisite Charms: Hawk-Against-the-Storm Meditation
At higher levels of Essence, Exalted Archers learn to transcend the basic limitations of speed and essence. In some ways, Two Moments as One may be considered a step back for an Exalt used to the furious speed of Hawk-Against-the-Storm Meditation; it slows the Solar down to a pair of bisected moments, living both as one. However, the mastery of Charm-use that comes with this transformation can far exceed the potential and capability of even a master archer of lesser Essence.
The character becomes capable of taking a Fully Independent Archery Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Two Moments as One and similar Fully Independent Archery Actions do not suffer any problems with Mental or Social Actions), with one exception: Fully Independent Archery Actions must be used for Archery Actions or left unused. They can be used for Archery Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Archery actions, including Reflexive Charms from other Abilities, if he so much as nocks his bow during the Fully Independent Archery Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Archery Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
In Second Edition, this Charm is Obvious and Simple.
Trance of Unstoppable Speed
Cost: 4 motes, 1 Willpower, plus 4 motes per Fully Independent Archery Action Duration: One Scene Type: Extra Action Minimum Archery: 6 Minimum Essence: 6 Prerequisite Charms: Two Moments as One
Developing out of Two Moments as One, the Elder Solar uses the raw power of her Essence, combined with her mastery of the way of the bow, to slip loose from the limitations of the world and become a harbinger of death on the field of battle. When using this Charm, the character may purchase a number of Fully Independent Actions equal to her Archery dots. Half of these Fully Independent Actions must be Fully Independent Archery Actions, rounding up-- so a Solar with Essence 7 who uses this Charm may purchase at most 3 Fully Independent Actions, so long as the last three to four purchased actions are dedicated to Archery use. The usual restrictions for Fully Independent Archery and normal Fully Independent Actions apply.
In Second Edition, this Charm is Obvious and Simple.
Action flurries permit the character to make more than one complete action per tick. Except for the fact that only one tick actually passes and no further Extra Action Charms may be used, these actions are completely like normal actions-- a Charm or Combo can be activated on each one. Furthermore, each action in the action flurry has its own DV, which means that the character can use one action as a Guard action, for example, and retain full DV against all incoming attacks. Penalties coming from a source other than the character's actions -- ie, charm-inflicted, wound penalties, and so on, will generally affect all of the action flurry, however. The character's Speed for the entire action flurry is considered to be the highest Speed of any action.
Orichalcum Barrage
Cost: 16 motes, 2 Willpower Duration: One Scene Type: Extra Action Minimum Archery: 7 Minimum Essence: 7 Prerequisite Charms: Trance of Unstoppable Speed
This Charm is one of the most powerful in a Solar Archer's repertoire. His body is infused with a terrible golden radiance, and his speed is such that he will seem to be everywhere and nowhere at once upon the battlefield. Lesser beings, even in legions, have no chance against the Solar. Until the end of the scene, the Exalt gains a number of Fully Independent Actions equal to his Archery. Only one must be a Fully Independent Archery Action.
In Second Edition, this Charm is Obvious and Simple
Second Edition
Wise Arrow
Cost: --; Mins: Archery 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Trance of Unhesitating Speed, Phantom Arrow Technique
Although a profligacy of resources is the natural due of a Lawgiver, neither mundane accoutrements nor essence are infinite resources. Should a cunning Solar need to harbor his reserves, he may develop the ability to pierce through opponents or, in the event that he cannot so pierce them, ricochet shots off more hardy targets. Any extra action charms that the Solar uses consumes no more than a single use of ammunition.
This does not reduce a requirement to apply charms that have effects other than generation of ammunition, so a Solar using Trance of Unhesitating Speed to make 4 shots with Phantom Arrow Technique would only use 1 mote, but Rain of Feathered Death would have cost 16 motes (in addition to requiring that it be part of a combo). Purchasing this charm permanently reduces the total cost of ammunition-supplying Charms such as Inexhaustible Bolts of Solar Fire by 2 motes (minimum 1 mote). The Storyteller is the final arbiter of whether or not a Charm is affected by this discount; for example, Rain of Feathered Death should probably not qualify.
Sun's Rising Wrath
Cost: --; Mins: Archery 5, Essence 4; Type: Permanent Keywords: None Duration: Permanent Prerequisite Charms: Steel Barrage
Energized with righteous fury, the Solar's weapon takes on an aspect of the Sun itself, casting forth against her opponents with the speed of light itself. Increase the maximum number of attacks received from any Extra-Action type Charm with a Duration of Instant by two. For large scale multiattacks like Arrow Storm Technique, add two to the multiplier. For example, in Arrow Storm Technique, the character may make Essence x 5 shots.