IsawaBrian/SolarArcheryGeneral
Battlemaster Bow</b>
<b>Cost:2 motes per die, 2 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Wise Arrow, Dazzling Flare Attack
The incredible Essence of the Solar blazes into an aura around the Exalt and his weapon. His shots seem to throw forth glowing pre-shot tracers, and the shots travel along these lines, sparkling through the sky. Every 2 motes spent on this charm adds one die to all Archery attacks and 10 yards to their range for the remainder of this scene. The Solar may not add more dice than he has Dexterity + Archery. If the initial range is less than 100 yards, every 2 motes adds 1 yard of range instead. If the initial range is greater than 1000 yards, every 2 motes adds 100 yards of range instead.
In 2nd edition, this Charm is quite different.
Cost: --; Mins: Archery 5, Essence 5; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Infinite Archery Mastery, Archery Essence Flow
Efficiency and power do not easily combine for Solars; usually, it is the latter at the expense of all else. Nevertheless, with great cost and dedication, a Solar may so attune himself to a weapon that that great gulf may be crossed for that weapon and that weapon alone. When purchasing this Charm, the Solar chooses a single Archery weapon that he owns (Not “Long Powerbow;” this is instead “Deadly Spite-Ray Bow, the Orichalcum Long Powerbow made for me by Grandmother Bright”) and from that point on, the character may use both Infinite Archery Mastery and Archery Essence Flow on archery rolls with that weapon. Doing so makes any Excellencies so used Obvious. If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.
Master Archer Method</b>
<b>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Sage Targeting
The Solar invokes the skill and experience of a master archer, giving herself the benefit of wisdom and the reflexes of a long, hard career. Until the end of the scene, add her Essence in automatic successes to any Archery roll. These successes count against the number available for Sage Targeting.
In Second Edition, this Charm has as Prerequisites Any Archery Excellency, Archery Essence Flow, and Infinite Archery Mastery. It also has Minimums Archery 5, Essence 4. It has the Leader keyword
One Last Defense</b>
<b>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Phantom Arrow Technique
The usual fate of an archer upon the battlefield who is caught by a foe in hand to hand combat is death, overwhelmed by the close-in capabilities of infantry. A Solar who activates One Last Defense need not fear such a fate. He plucks a single arrow from his quiver and charges it with a field of Essence. This arrow gains the melee characteristics of a Straight Sword for a scene, and the character may use Archery in place of Melee for all actions with it, including both attack and defense.
In Second Edition, this Charm has a Speed of 4. It has the Combo-OK and Leader Keywords
Solar Radiance Tip</b>
<b>Cost:1 mote Duration: Instant Type: Supplemental Minimum Archery: 5 Minimum Essence: 2 Prerequisite Charms: Phantom Arrow Technique
The Unconquered Sun is the holy warrior, the champion of righteousness and punisher of the wicked. Unholy creatures such as demons and infernals must fear the wrath of his Champions. The Solar invests her holy essence into her ammunition, giving it potency against demons, infernals, and other entities infused with the power of the Yozis. The damage rating of the attack is increased by the character's Essence against such creatures.
In Second Edition, this Charm is superceded by Essence Arrow Attack (Dazzling Flare)
Blaze of Righteousness</b>
<b>Cost:4 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Essence: 2 Prerequisite Charms: Solar Radiance Tip
The Solar invests his bow and ammunition with the pure radiant energy of the Unconquered Sun. His anima similarly becomes visible, flickering and sparking into existence. Attacks against him by demons, infernals, and other creatures infused with the energy of the Yozis are at +1 difficulty. All of his attacks against such creatures are aggravated and have a bonus to their damage equal to the Exalt's Essence.
In Second Edition, this Charm has been reimagined as a special effect of Beacon Bolt Maneuver
Gentle Warrior's Anger</b>
<b>Cost:9 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: None
The character invests her bow with a swirling flow of cushioning essence that "attaches" to any arrow she nocks for the rest of the scene. These arrows become incapable of inflicting lethal damage (convert all damage to bashing but do not change the special abilities of the arrows), but nonetheless carry great concussive force-- add the Exalt's Essence to all archery attacks.
In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.
Orderborn Shot</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Minimum Archery: 5 Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charms: Solar Radiance Tip, Chaos-Repelling Pattern
The Solar forms a static cage of Order around the tip of his arrow. When fired upon a raksha, unshaped, Fae-blooded, Wyld-tainted, or similarly Wyld target, add the character's Essence in damage to the attack.
In Second Edition, this Charm a modification of Essence Arrow Attack that functions as per Dazzling Flare that works against creatures of the Wyld. It gives the trait Order. This trait functions as per Holy, except that it functions against raksha, Fae-Blooded, unshaped, Wyld-tainted, and similarly Wyld entities.
Heart of the Lawgiver</b>
<b>Cost:4 motes, 1 Willpower Duration: One scene Type: Simple Minimum Archery: 5 Minimum Lore: 4 Minimum Essence: 3 Prerequisite Charms: Orderborn Shot
The Exalt activating this Charm becomes a manifest enforcer of Heavenly Law and more-- the enforcer of the very Law of existence in Creation. Her very nature becomes repellent to raksha, unshaped, Fae-blooded, Wyld-tainted, and similarly Wyld entities. Add +1 to the difficulty of attacks made by such creatures against her, and all archery attacks against such creatures by the Exalt are aggravated. Such attacks also have their damage increased by the Solar's Essence.
In Second Edition, this Charm is now an Integrity Charm
Shadow-Burning Arrow</b>
<b>Cost:2 motes Duration: Instant Type: Supplemental Minimum Archery: 5 Minimum Occult: 3 Minimum Essence: 2 Prerequisite Charms: Solar Radiance Tip, Chaos-Repelling Pattern
The holiness of a Solar is devastating to the undead, Abyssals, and other creatures of darkness even as it is to demonic foes. By energizing his arrow with a slightly different mixture of the Unconquered Sun's holy Essence, he may bring ruin to such foes, adding his Essence in damage against them.
In Second Edition, this Charm is reimagined as a (very different) special effect of Beacon Bolt maneuver (see below).
Shadow-Disintegrating Aura</b>
<b>Cost:4 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Occult: 4 Minimum Essence: 3 Prerequisite Charms: Shadow-Burning Arrow
Now the Solar may transform herself into a holy beacon against the night, radiating the wrath of the Unconquered Sun against the creatures of the Underworld. Until the end of the scene, attacks against her by undead, Abyssals, and creatures of the night are at +1 difficulty. Against such creatures, the Solar's archery attacks are aggravated and cause extra damage equal to her Essence.
In Second Edition, this Charm is now an Integrity Charm.
Sentinel on the Far Watches</b>
<b>Cost:6 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Occult: 5 Minimum Lore: 5 Minimum Essence: 3 Prerequisite Charms: Shadow-Disintegrating Aura, Heart of the Lawgiver, Blaze of Righteousness
Although only a few Solars now remember it, ultimately, their duty is to protect Creation against all who would dare besmirch it. Sentinel on the Far Watches charges the character with the holy mantle of this duty, granting him protection from and might against all who dare to invade the world. The Solar's anima flickers to life, sending out rays that repulse and chastise creatures foreign to Creation. All such beings are at +1 difficulty to attack the Exalt. Furthermore, his attacks on creatures foreign to Creation are aggravated and do extra damage equal to his permanent Essence. 'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings. Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.
In Second Edition, this Charm is now an Integrity Charm.
Siege Master Concentration</b>
<b>Cost:5 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Craft: 3 Minimum Essence: 3 Prerequisite Charms: Transcendent Archery Prowess, Open Road Journeyman Style
Although archery is the preferred method of controlling mighty engines of war, most siege weapons do not carry the right harmonics for a Solar (or any other Exalt) to master them with Archery Charms. However, because the basic principles share common roots, it is possible for sufficiently skilled Solars to make siege weapons and similar devices attuned to their souls. A Solar who activates this Charm may use Archery Charms with any Archery roll for the remainder of the scene, regardless of usual restrictions against using Archery Charms.
This Charm gains the Leader Keyword in Second Edition. It is specifically designed to deal with the limitations of the A tag but may have other applications.
Mind-and-Body Harmony Discipline</b>
<b>Cost:5 motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Transcendent Archery Prowess, Essence Arrow Attack
The Exalt who activates this Charm attunes herself to Little Blessings of the Unconquered Sun that harmonize with Archery (see SolarMeleeIsawaBrian/SolarArcheryGeneral/IsawaBrian under Felicty of Style Method). By acting with superior grace, style, and verve, the Solar may exceed even the legendary abilities of her kind. For the rest of the scene, all benefits from Archery Stunts-- dice, willpower, and Essence Bonuses-- are doubled. Like all stunt benefits, these dice do not count against the Solar's maximum dice pool bonus.
In Second Edition, this Charm is very different, as its functions have been assumed by Glory of Archery Felicitations:
Cost: 3m; Mins: Archery 2, Essence 2; Type: Reflexive Keywords: Combo-OK, Leader Duration: One Scene Prerequisite Charms: Any Archery Excellency
When mind and body are in harmony, great things may be accomplished. This Charm allows a Solar to speed that harmony to the purpose of concentrated archery puissance. While this Charm is active, the character may make an Aim action dedicated to Archery, in which case, its Speed is reduced to 1. If the character does not follow the Aim action with an Archery attack, its bonus is lost. The bonus from this enhanced Aim action cannot be applied to any other Ability. At Essence 4, the character may apply the bonus from a dedicated Aim action to all Archery attacks in a flurry.
Eyes of Heaven</b>
<b>Cost:8 motes Duration: The Solar's Archery in rounds Type: Simple Minimum Archery: 5 Minimum Investigation: 4 Minimum Essence: 3 Prerequisite Charms: There Is No Miss, Hawk Aloft Gaze
The Solar fires an arrow into the air and wraps it with the Essence of his senses. Until the Charm ends, the character may reflexively alter his visual senses to view anything within "sight" of the arrow as he might using Hawk Aloft Gaze. This does not distract the Solar from combat or anything else; indeed, it may actually assist in spotting ambushes or stealthy opponents.
In Second Edition, if Hawk Aloft Gaze is not converted, it does not require Investigation or Hawk Aloft Gaze; instead, it requires Awareness 4 and Keen Sight Technique. It has a Speed of 3 and the Combo-Basic and Leader Keywords.
Superior Bow Style</b>
<b>Cost:6 Motes Duration: One Scene Type: Simple Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: None
The Solar reflects her own harmonious Essence onto her bow, giving it the properties of Orichalcum. For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses. This bonus does not count against the limit that a character may receive from Charms. This bonus stacks with all magical material bonuses, including those from Orichalcum. If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum. The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.
In Second Edition, this Charm has a Speed of 5 and is Combo-OK and Leader.
Refinement of the Orichalcum Limbs</b>
<b>Cost:--; Mins: Archery 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Immaculate Golden Bow
Crystallizing and reinforcing his outward expressions of his shard's Essence, an archer blessed by the Unconquered Sun may form a bow made out of the idealized Essence-matrices corresponding to the raw power of orichalcum. Once a Solar learns this Charm, it modifies its prerequisite, giving Immaculate Golden Bow a Duration of Indefinite. The Solar may also expend and commit a further 2 motes of essence to give his Immaculate Golden Bow the Orichalcum Magical Material bonus.
Drawing From the Solar Quiver</b>
<b>Cost:--; Mins: Archery 5, Essence 5; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Inexhaustible Bolts of Solar Fire
The furious energies that create Inexhaustible Bolts of Solar Fire grow in potency with the Solar who calls them into being. Whenever the Solar activates Inexhaustible Bolts of Solar Fire, she gains a discount in motes equal to her permanent Essence to any Archery Charm that modifies Damage or generates damaging effects.
Solar Stock</b>
<b>Cost:--; Mins: Archery 5, Essence 5; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Solar Flare Methodology
The luminescent soul of the Solar energizes his constructed flamewand, granting it semi-permanence and improving its capability. This Charm modifies its prerequisite, giving Solar Flare Methodology a Duration of Indefinite. The Solar may also expend and commit a further 2 motes of essence to give his energy-flamewand the Orichalcum Magical Material bonus.