IsawaBrian/SolarArcheryDefense

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First Edition and Conversions


Unrepentant Rebuke
 Cost: 5 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: Wise Arrow

The Solar Archer is a master of the battlefield. Anyone who dares to contest control of ranged warfare with him will get the stinging rebuke that they deserve. The Exalt fires a single arrow into the air in response to a blockable ranged attack with a physical, solid component. The selected attack is perfectly blocked. The attack must target someone within range of the Solar's weapon The Solar must be aware of the attack in order to block it.

In Second Edition, this Charm costs 4 motes, has minimums Archery 4, Essence 2, is a Step 2 Reflexive, is Combo-OK, Leader, and Obvious, and has a prerequisite of Any Archery Excellency. It is a perfect defense against any ranged attack, and is applicable against unblockable ranged attacks. Like all perfect defenses, it must have one of the Four Flaws of Invulnerability common to all Solar perfect defenses.


Scorning the Unrighteous
 Cost: 5 motes
 Duration: One Scene
 Type: Reflexive
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Unrepentant Rebuke

The Exalt extends her perceptions via Essence to command a full view of the battlefield within range of her bow. Any attempt to make a ranged attack (which must have a physical, solid component) within range of the Solar gives her an opportunity to reflexively "attack" the incoming attack with her full Dexterity + Archery pool (no accuracy bonus). This counts as a regular parry, and the Solar must be aware of the attack.

In Second Edition, this Charm is a Step 2 Reflexive, Combo-OK, Leader, has a Minimum Archery of 5, and permits (for the cost of one arrow per attack) the character to use her (Dexterity + Archery + Accuracy)/2 as her Parry DV against ranged attacks for a scene. Such attacks must be blockable. In Mass Combat, the character's entire unit is considered to be in range for defensive fire.


Haughty Master's Retort
 Cost: 3 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Unrepentant Rebuke

The Solar makes a countershot defense, but his arrow is transformed by Essence into a bolt of energy capable of deflecting even the mightiest or most skilled attacks. The countershot can block any ranged attack that he is aware of, even those otherwise unblockable, such as immaterial attacks, inapplicable attacks, and so on.

In 2nd edition, this Charm is quite different.

 Cost: 5 motes; Mins: Archery 5, Essence 4; Type: Reflexive (Step 2)
 Duration: Until Next Action
 Keywords: Combo-OK, Leader
 Prerequisite Charms: Scorning the Unrighteous

The scorn of a Lawgiver for those who would dare seek to strike him down at a distance is never-ending, and such pitiful attempts shall not distract him from the vengeance he casts upon his foes. This Charm may only be used if the Solar has some form of ranged defense based on Archery. Until the character’s next action, he may ignore all penalties to that ranged defense. This does not change inapplicability.


Heavenly Rebuke
 Cost: 10 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Haughty Master's Retort, Scorning the Unrighteous

Upon invoking Heavenly Rebuke, the Solar's anima (sometimes invisibly, sometimes quite visibly) stretches out over the battlefield, giving her perfect responses. Until the end of the scene, the Exalt may make a perfect countershot defense against any ranged attack within her bow's range. Her only limitations are her ammunition supply and the physical, blockable nature of the attacks; she may not countershot liquid attacks like acid or immaterial effects. The Solar must also be aware of the incoming attacks.

In 2nd edition, this Charm is quite different.

 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Unrepentant Rebuke

This Charm expands the character's capabilities for defense considerably. She may now prepare up to a single invocation of Unrepentant Rebuke ahead of time, for the normal 4 motes. Activating this Charm does not count as a Charm use, though preparing it does, and the motes remain committed. If the Solar has Essence 6 or Higher, she may prepare up to her Archery score in invocations of the Unrepentant Rebuke in advance, and the cost to activate that Charm is reduced to three motes.


Blazing Countershot
 Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: None

The Exalted attunes herself to the flow and pulse of battle. When an attack is made upon her, the Solar may respond instantly with an assault of her own, making a counterattack at her full Dexterity + Archery pool against any ranged attack. The attack is made after the opponent's attack but before damage is determined. This is a counterattack, and thus does not count as an action, but similarly may not be used in response to any counterattack Charm.

In Second Edition, this Charm is Combo-OK, Counterattack, Leader, and a Step 9 Reflexive.


Eye of the Storm Meditation
 Cost: 5 motes
 Duration: One Turn
 Type: Reflexive
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: Blazing Countershot

The Solar becomes as the eye of the raging storm. No matter what disturbances may press from without, those who dare to trespass in his domain will be punished. Until the character's next action, the Solar may respond to any incoming ranged attack with a counterattack at his full Dexterity + Archery pool. All such actions count as counterattacks; they do not count as actions but may not be used in response to Counterattack Charms. These attacks take place after the opponent has rolled to hit but before damage is dealt.

In Second Edition, this Charm is Combo-Basic, Counterattack, Leader, Obvious, and Reflexive (Step 9). It does not have any requirements on DV used, but may only be used against ranged attacks. It lasts until the character's next action.


Tornado Vengeance Stance
 Cost: 6 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Eye of the Storm Meditation

After activating this Charm, the Exalted becomes absolutely deadly to any foes who would dare to assault her. Any attack-- ranged or hand to hand-- will instantly invoke retribution. Until the end of the scene, after any attack is rolled but before damage is determined, the character may make an instant counterattack, as per Eye of the Storm Meditation.

In Second Edition, this Combo is Combo-OK, Leader, Obvious, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.

Second Edition


Thunder God Warden Stance
 Cost: 8m, 1wp; Mins: Archery 5, Essence 4; Type: Simple
 Keywords: Combo-OK, Defensively-minded, Leader, Obvious
 Duration: One Scene
 Prerequisite Charms: Scorning the Unrighteous

The archers serving the God of Thunder—as well as that deity himself—were among the finest trainers of Solars before the Primordial War. These virtuous warriors were a part of the Bureau of Seasons’ crack defense team that worked with the Unconquered Sun directly and were eager to aid him in casting down the hated Primordials. In addition to teaching them basic techniques, some favored students were taught advanced methodologies, including the Thunder God’s own Warden Stance, which the Exalted took to as their own. As a defender who could not afford to give ground, the God of Thunder learned to fight with both style and conservation of motion, granting no vulnerabilities to attack, and the Solars who learned under that God and his wardens excelled at this defensively-minded tactic.

For the rest of the scene, the DV penalty of all actions the Solar takes is reduced by one, to a minimum of zero. The Solar also opens himself to the blessings of the Thunder God. He may opt to wreath his missiles in golden ball lightning; when they strike their target, unleash a terrible burst of thunder, knocking them back. The target must make the normal roll to avoid knockback, even if knockback is not normally a part of the game. If it fails, the attack causes one yard of knockback for every point of raw damage.

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