AbyssalArchery/Telgar
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Blood Driving Arrow Attack</b>
<b>Cost: 2 motes per attack Type: Extra Action Duration: Instant Min Archery: 5 Min Essence: 3 Prerequisite Charms: Piercing Ghost Barb
Firing an arrow into an opponent is a simple task, but firing through one is much harder. By use of this Charm, an Abyssal need not worry about the difficulty of such a task, the malice of the arrow itself flies through victims as if they were air. The character spends 2 motes of Essence for each attack she wishes to make and fires her arrow. Roll normally and apply damage as normal. Any health levels of damage taken by the target transform into a new attack in the form of a bloody arrow exiting the target's body opposite the original point of entry. The blood-arrow attacks a new target with an accuracy equal to the original arrow's extra successes and does a base damage equal to the number of health levels inflicted upon the first target. Extras killed provide only 4 base damage. One blood arrow is created for every two motes spent, but the number of blood arrows can not exceed the archer's Essence. If any one attack inflicts 0 health levels of damage or strikes with no extra successes left over, all further attacks fail to take place and the essence is not considered to have been spent.
Burning the Bonds of Blood</b>
<b>Cost: 5 motes Type: Simple Min Archery: 5 Min Essence: 3 Prerequisite Charms: Piercing Ghost Barb
It is said that families can sometimes feel danger and death of their loved ones. An Abyssal using this Charm ensures that the families of their victims are made abundantly aware of their beloved's plight. After succeeding on a normal Archery attack, the Abyssal makes a Strength + Archery roll. For every success, one brother, sister, daughter or son of the target is affected. Beings with an Essence of 2 or higher are not possible secondary targets of this attack, though they may be primary targets. Those affected suffer 1/2 the raw damage delt to the original victim, rounded down. The damage is considered a surprise attack and is normally dodgeable, parriable and soakable, the secondary strikes are considered to have a number of successes equal to the first attack. Charms used to enhance the original attack do not enhance the secondary strikes.
Withering the Tree</b>
<b>Cost: 6 motes, 1 willpower Type: Simple Min Archery: 5 Min Essence: 3 Prerequisite Charms: Burning the Bonds of Blood
With a deft strike of her arrow, the Abyssal may deal damage not only to her victim, but the entire family tree of the victim. The wound spreads across his ancestors and descendents like a creeping rot in the heartwood. Make a normal Archery roll, but apply its damage to everyone that shares the target's blood. After a number of generations equal to (7+Abyssal's Essence), the effect ceases to work. No character with an Essence higher then 3 is a legal secondary target for this attack, though the original target may have any Essence. Those affected suffer 2/3rds the raw damage delt to the original victim, rounded down. The damage is considered a surprise attack and is normally dodgeable, parriable and soakable, the secondary strikes are considered to have a number of successes equal to the first attack. Charms used to enhance the original attack do not enhance the secondary strikes.
Spiting the Honorable Friend</b>
<b>Cost: 5 motes Type: Simple Min Archery: 5 Min Essence: 3 Prerequisite Charms: Piercing Ghost Barb
For every friend who throws himself infront of an attack to save his comrades, this Charm is the ultimate evil. The Abyssal makes a normal Archery roll and if she succeeds, rolls Strength + Archery. For every success on the second roll, an ally or friend of the victim is attacked with a number of successes equal to those scored against the original target. This attack is treated as a surprise attack and is dodged, parried and soaked as normal for a surprise attack. Characters with an Essence higher then 2 are not legal secondary targets of this Charm. The attacks against secondary targets have 1/2 the raw damage of the primary attack, rounded down. Charm enhancements on the first attack do not carry over to the secondary attacks.
Treacherous Bonds of Loyalty</b>
<b>Cost: 10 motes Type: Simple Min Archery: 5 Min Essence: 4 Prerequisite Charms: Spiting the Honorable Foe
In battle, the quickest way to defeat a foe is to take off the head, killing the leader. Abyssals hone this practice to a fine and lethal art. The Abyssal makes a normal Archery roll and if she succeeds, rolls Strength + Archery. For every success on the second roll, two allies or underlings of the victim are attacked with a number of successes equal to those scored against the original target. This attack is treated as a surprise attack and is dodged, parried and soaked as normal for a surprise attack. Characters with an Essence higher then 2 are not legal secondary targets of this Charm. The attacks against secondary targets have 2/3 the raw damage of the primary attack, rounded down. Charm enhancements on the first attack do not carry over to the secondary attacks.
Family of Blood and Battle</b>
<b>Cost: 10 motes, 1 willpower Type: Simple Min Archery: 5 Min Essence: 6 Prerequisite Charms: Treacherous Bonds of Loyalty, Withering the Tree
Though only the Deathlords and less then a handful of Abyssals are strong enough to wield this Charm, it is the ultimate and fatal culmiation of those charms which strike at friend and family. After making a normal Archery attack the Abyssal rolls Strength + Archery. For every success, one ally or underling of the target is affected. Each affected person is attacked with a number of successes equal to those gained on the original attack. Should those attacks be successful, every direct blood relative of the secondary victims is also attacked with an equal number of successes to those gained against the victim they are related to. The secondary victims take full raw damage, the tertiary victims take only 3/4ths of the raw damage done to the primary victim. The primary victim's family are considered secondary victims. No character with an Essence higher then 3 can be a legal secondary or tertiary target for this attack.