Difference between revisions of "BogModAlternateSidereals/Archery"

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Archery is The Quiver
 
Archery is The Quiver
  
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Arch Ex(1)
 
 
Bow speed reducer(2), builds off 1.  Stackable effect, damage booster on hit targets(3), builds off 1).  Covern ignorer and range penalty reducer(4), builds off 1.
 
 
Armor Breaker(5), builds off 2.
 
 
MM Armor soak reducer breaker charm(6), builds off 5.
 
 
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<b>Hawk Feathered Arrow Technique</b><br>
 
<b>Hawk Feathered Arrow Technique</b><br>
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Most the secret of being a skilled archer is knowing where your openent will be.  The other part is being able to shoot that spot.  Knowing the twists of Fate as they do and with Essence flowing into their actions a Sidereal has both.  Archery attacks supplemented with this charm ignore anything less then complete cover and negate the bonus of non-magical shields.
 
Most the secret of being a skilled archer is knowing where your openent will be.  The other part is being able to shoot that spot.  Knowing the twists of Fate as they do and with Essence flowing into their actions a Sidereal has both.  Archery attacks supplemented with this charm ignore anything less then complete cover and negate the bonus of non-magical shields.
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<b>Cracked Shell Divanations</b><br>
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<b>Cost:</b> 4m; <b>Mins:</b> Archery 4, Essence 3; <b>Type:</b> Simple<br>
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<b>Keywords:</b> Combo-OK<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Splitting the Arrow Shot
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Those who can not access the Loom have investigated many ways to predict the future.  Examining the stars is but one.  Another is to heat a tortoise shell until it cracks and from the cracks make a prediction.  However when armor cracks and breaks there is but one fate in store for its wearer.  This charm is an attack directed against a target's armor.  On a hit the damage is only soaked by the target's armor soak.  Damage is then rolled normally with each success removing a point of lethal and bashing soak from the armor.  Mundane armors require repair at a proper fascility to regain lost soak.  Magical armors regain their soak at the end of the scene.
 
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Revision as of 21:44, 18 August 2009

Archery is The Quiver


Hawk Feathered Arrow Technique
Cost: 4m; Mins: Archery 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency

The key to warfare is mobility. Any immobile point can eventually be overrun. Thus the Viziers strike quickly then move on to their next attack. This supplements an archery attack or a flurry of archery attacks to reduce the speed of the attack to 3. No combination of effects including this charm can reduce the speed of the attack below 3.


Splitting the Arrow Shot
Cost: 1m; Mins: Archery 2, Essence 1; Type: Suplemental
Keywords: Combo-OK, Stacking
Duration: Instant
Prerequisite Charms: None

Having found a vulnerable point the Sidereal continues to take advantage of that point with unerring accuracy. Any hit against a target that would roll damage, has its damage after soak increased by one. This effect stacks with itself when used with this charm. So a sidereal of essence 3 who has hit a target 3 times using this charm, regardless of how much damage those hits did on the roll, adds 3 dice to their post soak damage when they use this charm.


Cunning Arrow Trick
Cost: 3m; Mins: Archery 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency

Most the secret of being a skilled archer is knowing where your openent will be. The other part is being able to shoot that spot. Knowing the twists of Fate as they do and with Essence flowing into their actions a Sidereal has both. Archery attacks supplemented with this charm ignore anything less then complete cover and negate the bonus of non-magical shields.


Cracked Shell Divanations
Cost: 4m; Mins: Archery 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Splitting the Arrow Shot

Those who can not access the Loom have investigated many ways to predict the future. Examining the stars is but one. Another is to heat a tortoise shell until it cracks and from the cracks make a prediction. However when armor cracks and breaks there is but one fate in store for its wearer. This charm is an attack directed against a target's armor. On a hit the damage is only soaked by the target's armor soak. Damage is then rolled normally with each success removing a point of lethal and bashing soak from the armor. Mundane armors require repair at a proper fascility to regain lost soak. Magical armors regain their soak at the end of the scene.


Arrow Supplier(1b)

College, energy arrows(2b), builds off 1b.

College, fate bow(3b), builds off 2b.


Enraging enemy charm(1c)

Fire arrow(2c), builds off 1c.

college multi arrow charm(3c), builds off 2c.

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