DragonBloodedArchery/IsawaBrian

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Branching the Elements Method</b>
 <b>Cost: 1 mote
 Duration: One scene
 Type: Simple
 Minimum Archery: 2
 Minimum Essence: 2
 Prerequisite Charms: None

One of the difficulties of being a Dragon-Blooded is the strong elemental associations of the various Charm Trees. Useful weapons such as firewands may not function correctly when filtered through the element of wood in Archery Charms. However, any strongly-elemental object can be adapted via innate elemental connectivity. This Charm allows the Dynast to attune a strongly elemental weapon that uses archery as an ability, such as a firewand, to the element of wood, rendering it suitable for use with Archery Charms. The use of this Charm will dramatically change the weapon's effects; firewands, for example, will suddenly shoot close-range shards of wood or a burning acidic venom. This has no effect on the actual damage done by the weapon, but may affect resistance.

Obviously, in games where the elemental nature of weapons such as firewands is meaningless, this Charm is pretty much useless. I would suggest in such conditions to either completely drop it or use it for (a) special effects and (b) to surprise people who think a resistance to fire will help them against your firewand.


Dragon Arrow</b>
 <b>Cost: 1 mote
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 2
 Minimum Essence: 2
 Prerequisite Charms:  None

The Terrestrial loans a small portion of the elemental essence of his soul to infuse his arrow with an elemental nature. This elemental nature provides the arrow with certain special abilities, similar to those of Dragon-Graced Weapon:

  • Air: Swift winds blow around the arrow and speed its flight. The Exalt adds 50 yards to the range of his attack.
  • Earth: The arrow strikes with the power of an earthshaking avalanche. If it successfully hits, the target’s player must succeed in a Stamina + Resistance roll at difficulty 2 or the target is knocked down and must use an action to get up again.
  • Fire: Cracking flames surround the arrow, increasing the damage by 2. Inflammable objects start burning.
  • Water: The arrow becomes liquid and flows through the defenses of his target. The arrow ignores two levels of soak and is more difficult to parry, increasing the difficulty by two.
  • Wood: The arrow grows venomous thorns that poison the targets blood. The difficulty of all attempts to heal that wound are at +2 difficulty.

Like Dragon-Graced Weapon, Dragon Arrow effects are based on the elemental aspect of the Exalt using the Charm.


Generous Dragon Quiver</b>
 <b>Cost: 4 motes, 1 Willpower
 Duration: One Scene
 Type:  Simple
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms:  Dragon Arrow, Harvest of the Hunter

Now the Dynast Archer need never be without arrows, even if nothing can be scrounged from her surroundings. This Charm permits the Terrestrial to draw arrows from the very elements themselves. Each Aspect may only draw from their favored element. Ammunition so drawn carries the blessings of a Dragon Arrow. After each arrow hits, it evaporates into a sparkle of light the appropriate color for its element. The ammunition can be of any type appropriate to the Dragon-Blooded's current weapon.


Willow-Wand Target</b>
 <b>Cost: 1 mote per 2 dice
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms:  None

The character guides her shot with the flows of Essence, springing it towards her foe. For every 1 mote spent, add 2 to the Exalt's Dexterity + Archery pool, up to a maximum bonus of the Dynast's Archery + Specialty. Any excess dice are lost.


Firing from the Roots</b>
 <b>Cost: 1 mote per 2 dice plus 1 mote per ally
 Duration: One Scene
 Type:  Simple
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms:  Willow-Wand Target

The Dynast spreads his Essence out, like roots of power, amongst his companions. The energizing force of the Terrestrial's blessing gives strength to his allies' arms and sharpness to their sight, making them a deadly swarm of archers. The Dragon-Blood may attune allies for a cost of one mote per ally up to a maximum of his Essence. Then, for every additional one mote spent, he may add 2 dice to their Archery pools. The number of dice added may not exceed the Dynast's own Archery, nor may it more than double the Archery ratings of his companions.


Band of Brothers Technique</b>
 <b>Cost: 3 motes, 1 Willpower, plus 2 motes per fang
 Duration: One Scene
 Type:  Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Firing From the Roots, Harvest of the Hunter  

Archers can dominate the field of war, under certain conditions. First, they must be safe from the crush of close range combatants. Second, the weather must permit. Finally, they need a steady supply of ammunition. Dragon-blooded find it easy to supply themselves with arrows with Harvest of the Hunter, but keeping an entire dragon of the Realm's finest levy archers supplied is another story. Thankfully, the same principles which give birth to Harvest of the Hunter apply similarly well when used in larger Essence patterns.

Band of Brothers Technique permits the Exalt to supply a number of fangs equal to her Essence with arrows every turn by literally growing them out of the local plant life. The plants must be present of course, but as per Harvest of the Hunter, they can be quite odd. Unlike Harvest of the Hunter, Band of Brothers Technique does not use up the plant life until it ceases functioning, at which point the plants will be removed with the last of the arrows. The Dynast chooses what arrows are created, but cannot differentiate between fangs. This Charm is Synergistic.


Hornet Swarm Discipline</b>
 <b>Cost: 4 motes, 1 Willpower plus 4 motes per ally
 Duration: One Scene
 Type:  Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms:  Firing From the Roots

By infusing himself and his companions with the angry power of a swarm of hornets, the Exalt and his allies gain the ability to fill the air with arrows. The Exalt triggers this charm and selects a number of allies up to his Essence (but must select at least one ally), for 4 motes each. Until the end of the scene, all participants gain an extra archery attack per turn. This is specifically not a synergistic charm.


Bending the Bow</b>
 <b>Cost: 1 mote
 Duration: Instant
 Type:  Reflexive
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms:  None  

The Exalt's bow gains an extra spring, and her hands move swiftly across it. Add 3 to her initiative roll for an archery attack.


Patience of the Yew Stave</b>
 <b>Cost: 3 motes
 Duration: Instant
 Type:  Reflexive
 Minimum Archery: 2
 Minimum Essence: 2
 Prerequisite Charms:  Bending the Bow

The Dynast emulates the springiness and patience of the yew, bending and waiting for the proper moment to spring forth into battle. Reduce the penalty for holding an attack by the Dragon-Blooded's permanent Essence.


Woodshome Advantage</b>
 <b>Cost: 3 motes per success
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 3
 Minimum Essence: 3
 Prerequisite Charms:  3 Archery Charms

There are many ways to master the bow or crossbow, but most archers, over time, develop certain habits and comforts to which they are accustomed. Whether it is a scout who is most certain when shooting from ambush, or a cavalryman who has never known anything but the shortbow, specialists can rapidly outstrip their sister archers in combat. The Dragon-Blooded may convert specialty dice into automatic successes on a relevant roll for 3 motes per die so converted. The rest of her pool is rolled as normal.


Wood Knows Its Master</b>
 <b>Cost: 3 motes
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms:  Woodshome Advantage

A Dynast using this charm attunes his arrow to the essence of Wood, permitting it to surpass obstacles made by plants. The arrow will bend slightly in its path to avoid cover made from plant material, wood, and so on. Reduce the penalty or difficulty made by any type of plant/wood material cover less than total by the Exalt's permanent Essence. This has no effect on soak.

This Charm has been replaced by Unobstructed Hunter's Aim, which is more effective and efficient anyway.


Hunter's Necessity</b>
 <b>Cost: 3 or 6 motes, 1 Willpower
 Duration: Instant
 Type:  Simple
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms:  None

This Charm allows for the swift and complete repair of any bow. The Terrestrial infuses the remains of the bow with the living energy of her Essence, and it spontaneously regrows into a complete weapon with the same characteristics as the original. How much of the original is left depends on what is being repaired. Ordinary weapons can be regrown from as little as a handspan's worth of the original wood, but this charm cannot repair any mechanical or metal parts.

Most magical weapons cannot be repaired; however, those that are primarily made of Jade can be regrown as long as 70% of the original jade (The character may substitute up to half of this with freestanding Jade of the correct type) and all non-jade material is present. Green Jade is the exception; a primarily green-jade weapon can be regrown from a single handspan's worth, so long as all non-jade material is present. Any Jade that was originally part of the weapon that is not present during manufacture will wither and corrode, turning to dust.


Reviled Hunter's Curse</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: Instant
 Type:  Simple
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms:  Hunter's Necessity

An outgrowth of the more beneficent Hunter's Necessity, Reviled Hunter's Curse allows the character to befoul an enemy's weapon by growing it rapidly and with uncontrolled vigor. Unlike Hunter's Necessity, Reviled Hunter's Curse will not function on jade (or any other Magical Material), but it will befoul crossbows and similar mechanically-powered weapons as long as they contain wood or some other natural material. Once activated, the character rolls Wits + Archery against either a difficulty of 1, or the Essence of the weapon's owner. If this roll is successful, the archery weapon targeted will grow rapidly and in strange ways, as though it were living once more.

This will prevent it from being used until the owner has time to fix it. Ordinarily, this Charm will only work on a bow within the Exalt's Essence x5 yards. However, Reviled Hunter's Curse can be empowered into an arrow, in which case, it must actually strike the targeted bow (typically, a difficulty of 3). The owner may attempt to dodge, or parry with another weapon if applicable.


Venomous Wood Dragon Attunement</b>
 <b>Cost: None
 Duration: Permanent
 Type:  Special
 Minimum Archery: 5
 Minimum Essence: 5
 Prerequisite Charms:  10 Archery Charms, including at least 1 each from Essence 1-5.

This is the Facet Attunement Charm (see DragonBloodedInvestigation/IsawaBrian under Insightful Water Dragon Attunement for details) for Archery. Taking this Charm Attunes the character to the Venomous Facet of the Wood Dragon, and thus negates the one mote surcharge for non-Wood Blooded Terrestrials using Archery Charms. The Venomous Facet of the Wood Dragon represents the dire and corrosive wrath of the Wood Dragon, raining punishment down upon the unrighteous. This Charm may not be taken by Wood Blooded Terrestrials, Eclipse Caste Solars, or Moonshadow Caste Abyssals. Its use counts against the number of attunements active on a character, which may cause the Dragon-Blooded's anima and aspect markings to alter (See Insightful Water Dragon Attunement for details).



The following Charms were invented by Mnemon Ahl Lee, a rebellious scion of House Mnemon who uses an ancient and powerful artifact cap to disguise his open acts of rebellion against the oppressive policies of his own people and the horrors of slavery. Some of them were openly developed by Ahl Lee in his "civilian" persona as an otherwise-wastrel Dynast who has managed to preserve his skin in House Mnemon by the creation of some interesting Charms, thus bringing honor to the family. He is not connected to the "abuse" of these charms (and further developments) by his family (even Mnemon herself) because the Charms have gained a fairly widespread (if still minority) following and because of the magic of the Identity Cap.

Although Ahl Lee uses these charms in his secret identity, many of them have become widespread due to their utility and excellence. Many powerful dynasts want his secret identity caught, not merely to prevent him from furthering his rebellious schemes, but to imprison him and force him to manufacture more charms for their own use.


Sharpened Briar Shot</b>
 <b>Cost: 3 motes 
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms:  Harvest of the Hunter

One of the first arrow charms developed by Ahl Lee (and one that he uses the least), this Charm surrounds a single arrow with a vibrant, growth-inducing field of Essence that nonetheless contains the seeds of deadliness. This Charm must be activated before the attack roll. If the arrow strikes its target and causes damage, it will blossom into thorns inside the victim. These thorns will continue to grow for a number of Turns equal to the Dynast's archery, and will cause (in dice) lethal damage equal to the number of damage successes rolled by the initial shot each turn. This new damage can only be soaked by natural soak.


This Charm has been mainly replaced by Ravenous Thorn Technique, although it is not precisely the same.


Twisting Briar Shot</b>
 <b>Cost: 1 mote per -1
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms:  Harvest of the Hunter

A similar charm to Sharpened Briar Shot, Ahl Lee has also mostly abandoned this Charm for less cruel methods of immobilizing his foes. Like Sharpened Briar Shot, this Charm creates a field of growth-inducing energy around an arrow. Unlike Sharpened Briar Shot, the growth is of multiple, smaller thorns that twist and move as the arrow twists its way inside the target.

This Charm must be activated before the attack roll. For every 1 mote spent activating the charm up to a maximum number of motes equal to the Terrestrial's Archery ability, he may convert damage dice (before rolling) into "automatic successes". These automatic successes do not cause any damage, but instead, each success causes so much pain as to inflict a -1 penalty to all actions for a number of turns equal to the Dynast's Archery. The effects of multiple applications of Twisting Briar Shot are cumulative, but may not exceed a total penalty greater than the highest Archery of the Charm-users.


Thorn-Choked Field Shot</b>
 <b>Cost: 4 motes, 1 Willpower
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Twisting Briar Shot , Ravenous Thorn Technique

The final Archery Charm developed by Mnemon Ahl Lee before the catastrophic trip that changed his perspective forever, Thorn-Choked Field utilizes the growth aspects of the previous charms combined with the empowering force of the Exalt's own will to produce rapid, widespread growth.

This Charm must be activated before the arrow is shot. The Exalt shoots at an area of ground (Difficulty 1 in most cases to hit a specific area rather than a general zone) and immediately the arrow burrows into the ground. In general, this will work in virtually any "soil" that the arrow can emplace into-- the bark of giant trees in the east, the deserts of the south, between the masonry of fortified walls, etc.-- but will not work in sheer stone, on metal, or in similarly utterly barren, hard environments.

The shot takes one turn to propagate sub-surface, affecting an area equal to the Exalt's Essence times three yards in diameter. Over the next turn, the area so affected will become overgrown with briar patches, thorny bushes, and similar plants, making the area almost impassible to unprotected flesh. This growth comes up slowly enough for most aware creatures to move out of the way, but those who do not or cannot may suffer 1 die of Lethal Damage. The plant life is normal in every way and will last depending on the availability of water, sunlight, good soil, and so on.

This shot may be used to attack a living creature, although Ahl Lee himself has never put it to such gruesome use. If used to attack a less-than-geographically-sized being, Thorn-Choked Field Shot will not have sufficient room or material to propagate with, and on non-plant life the Essence will simply be wrong. In these cases, add the Exalt's Essence to the damage rating of the arrow.


Swift Woodlands Defense Shot</b>
 <b>Cost: 6 motes, 1 Willpower, + special
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms:  Thorn-Choked Field Shot

One of Ahl Lee's latest, and secret Charms, Swift Woodlands Defense Shot is a modification of Thorn-Choked Field Shot that expands on the principles of life-force empowerment. An arrow charged with Swift Woodlands Defense Shot is fired, usually into the ground (with the same limitations as Thorn-Choked Field Shot), whereupon it sprouts into a thick hazel tree of a height equal to the Exalted's Essence x 2 in yards. This tree is ordinary in every respect and takes a turn to grow, typically gently pushing aside anything standing near to it; it will survive based on local conditions. While this might seem amusing but potentially useless, trees created by Swift Woodlands Defense Shot retain some of their enhanced development Essence for up to one scene after being initially grown.

What this means is that, during the subsequent scene, an archer who has created at least two such trees may link them by touching one of the trees and further stimulating it with Essence. Every yard between the two must be covered and each yard costs 2 motes of essence. This link consists of a wall of brambles, thick woody growth, and similar plant material roughly half as high as the tree itself. The wall has a soak of 10L/10B, Hardness 10, can take 20 Health Levels of damage before a hole roughly man-sized is cut in it, and may cause minor environmental damage if crashed into. Such a wall is created instantaneously on the Dynast's initiative.

If a Swift Woodlands Defense Shot is fired at a living being (as per Thorn-Choked Field Shot), it will cause no damage, but entangle- treat as a no-damage clinch that sustains for 2 rounds with a number of successes each round to hold the target equal to the successes rolled on the Dexterity + Archery Attack. After the 2 rounds are up or when the target breaks free, the deformed tree will simply fall to the earth, dead wood.


Bursting Pinecone Shot</b>
 <b>Cost: 3 motes, 1 Willpower
 Duration: Instant
 Type:  Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms:  Generous Dragon Quiver

Mnemon Ahl Lee developed this Charm as an outgrowth of the more popular arrow-enhancing elemental Charms. It infuses the head of the arrow with tight-packed Essence that immediately bursts upon impact, sending shards of the arrow and razor-sharp essence-made wood fragments around in an area with a radius equal to the Exalt's Essence x 2 yards. Everyone within that area (including the original target, if applicable) must soak lethal damage equal to the Terrestrial's Archery score. This attack may be dodged but not blocked. The original target, if applicable, soaks this damage separately from the initial attack.


Forest Fist Shot</b>
 <b>Cost: 1 mote
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 1
 Minimum Essence: 1
 Prerequisite Charms:  None

Ahl Lee is not precisely certain why-- or even when-- he initially developed this Charm. He suspects it was on an extremely drunken night after a very long evening. A simple essence effect, this causes the point of the arrow to be enshrouded in a green fist made from Wood Essence. This new tip does not reduce range or damage, and it does not remove special abilities like piercing. It merely converts all damage done into bashing.


Ensnaring Vine Shot</b>
 <b>Cost: 4 motes, 1 Willpower
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms:  Forest Fist Shot, Harvest of the Hunter

One of Ahl Lee's favorite Charms; like most of his creations, it invests an arrow with energetic, growth-based Essence. Unlike the crueler charms that he created in his youth, this shot actually does no damage at all. This Charm must be activated before making the attack roll. The attack roll is made as normal, but is treated as an attempt to clinch and hold (just as a hold in non-Power Combat) that never does any damage as the arrow erupts into an entangling vine. The same number of successes are applied to the clinch/hold every round, and will last for a number of turns equal to the Exalt's Essence.


Strangling Vine Shot</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms:  Ensnaring Vine Shot, Forest Fist Shot

Ahl Lee developed this Charm to deal with more dangerous opponents that must be restrained. This Charm must be activated before making the attack roll. The attack roll is made as normal and deals damage as normal. However, the number of successes garnered count as a clinch with a base damage equal to the Terrestrial's Essence (damage is not dealt on the first turn, although the clinch is in effect) as the arrow bursts into a strangling, choking vine. The vine will continue to clinch for a number of turns equal to the Dynast's Essence.


Trailing Vine Shot</b>
 <b>Cost: 2 motes
 Duration: Special
 Type:  Simple
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms:  None

The final "Vine Shot" Charm, this Charm is one of Ahl Lee's standard utility tricks. It simply generates an extremely strong vine attached to the end of an arrow. This vine will automatically hold, no matter what weight is attached or how it is attacked for a number of rounds equal to the Terrestrial's Essence. After that point, it will have the same characteristics as an exceptional-quality rope.


Weed-Choked Harvester Prana</b>
 <b>Cost: 4 motes
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms:  Forest Fist Shot

Yet another of Ahl Lee's "growing arrow" Charms, Weed-Choked Harvester Prana exploits the clumsiness and stiffness of armored opponents. The growth-inducing essence field that surrounds the arrow for this charm rapidly grows out of itself, rather than from the ground-or flesh- of the target. This Charm must be activated before the attack roll. As long as the arrow does at least one die of post-soak damage (not including the essence-minimum), it will burst open, choking the joints and spaces of the armor with tough weeds. Until the wearer of the armor takes time to clean it-- typically about 5 turns-- add -2 to the mobility penalty (ie, -1 becomes -3) and add 2 to the fatigue value of the armor.


Tapping the Root Shot</b>
 <b>Cost: 2 motes per success
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 4
 Minimum Essence: 4
 Prerequisite Charms:  Woodshome Advantage

Many times, Mnemon Ahl Lee must swiftly deal with his target and move on. Often, he only has time for a single shot. Therefore, he has learned to take advantage whenever he can- whatever the cost.

By tapping into his own life force, the Terrestrial using this charm can focus his entire soul for a single strike, granting it the full power of the dragon's soul within him. The Dragon-blooded can convert Archery and relevant specialty dice into automatic successes at a rate of 2 motes per success. The remainder of his pool is then rolled as normal. After the end of the Archery action, the character's player must then soak, using his Charisma attribute, a number of bashing health levels equal to the total number of successes on the attack roll as the Exalt's soul flares in triumph- and agony.

After using this Charm, the Dynast may experience strange anima fluctuations and subdermal ripples of light beneath the skin. Regardless of the damage inflicted, this Charm counts as a full day's exertion for the character, who must deal with the resulting effects-- typically in Ahl Lee's case, by slinking off to some secluded area to heal and rest. The damage may be healed as normal.


Flower's Choking Gift Shot</b>
 <b>Cost: 6 motes
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms: Harvest of the Hunter  

This charm of Ahl Lee's permits him to disable massive groups of foes. The character fires an arrow into the air. When it reaches its target, it promptly explodes into a thick, choking cloud of invisible pollen. Use this Charm before making an attack roll. After dealing damage, if any, the arrow will produce a cloud with a radius equal to five times the dynast's permanent Essence, that will last for a number of turns equal to his Archery score.

Everyone within that range must make a Stamina + Resistance roll against difficulty 3. Those who fail choke and gag, sneeze and wheeze, reacting horribly to the allergenics. They are at a penalty to perform any action that requires concentration and focus equal in dice to the Dragon-Blood's Essence. Exalted and similarly powerful creatures who succeed their roll suffer no secondary effects; mortals and weak entities have a -1 penalty from watering eyes. Victims who already have allergies should roll as per those effects at a +3 difficulty for sheer saturation. Victims who botch a roll can take no action for that round without the use of reflexive Charms, which will suffer the same penalty as a normal failure. Charms that resist or immunize against disease have full effects on the pollen reaction created by this charm.


Brilliant Sight-Obscuring Blossoms Shot</b>
 <b>Cost: 3 motes
 Duration: Instant
 Type:  Supplemental
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms:  Harvest of the Hunter

One of Ahl Lee's favorite Charms, this one allows him (or any Terrestrial using it) to cause an arrow to explode into a brilliant field of flowers and blossoms wafting on the air. Aside from their extreme beauty, the thickness of the blossom cloud obscures sight as per a thick fog, providing both sight-cover and a means of escape. The arrow need not strike a target to create the blossom-cloud; it may begin generating flowers as soon as it leaves the bow. The cloud created has a radius equal to 5 times the Exalt's permanent Essence and lasts for a number of turns equal to his Archery score.


Familiar Forest Advantage</b>
 <b>Cost: 5 motes, 1 willpower
 Duration: One Scene
 Type:  Extra Action 
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms:  Swallows Defend the Nest, Seven Year Swarm Volley

When on familiar territory, an archer may have that extra edge, that extra comfort to get an added burst of speed. Using a preferred weapon can give a huntsman a more relaxed command of the bow, making volleys effortless. By enhancing this feel of the familiar, a Dragon-blooded can make sustained, rapid-fire archery attacks. Until the end of the scene, the Exalt may make a number of additional attacks per round equal to any Archery specialization. These actions can only be used to perform actions to which the specialty would apply. In any round the character chooses to use these extra actions, he cannot split his dice pool or default to a full defense. However, if the character takes no Specialty actions in a turn, he may default to a full defense. This Charm is incompatible with all other Extra Action Charms.


Storm of Thorns</b>
 <b>Cost: 3 motes, Special
 Duration: Instant
 Type:  Extra Action 
 Minimum Archery: 5
 Minimum Essence: 5
 Prerequisite Charms:  Familiar Forest Advantage

By invigorating himself with the dynamic forceful Wood essence that comes from a swarm of hornets or the snap of yew returning to position, the Dynast enables himself to transcend mortal limitations of speed and power. By spending three motes and taking a health level of unsoakable aggravated damage, the Terrestrial may take a Fully Independent Archery Action in addition to his regular action for this turn.

Fully Independent Archery Actions function like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Storm of Thorns and similar Fully Independent Archery Actions do not suffer any problems with Mental/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 sights 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.

Storm of Thorns must be renewed every turn, which means that only a single additional Charm can be used, although both dice pools can be fully split. The Health Level cost need only be paid every three Fully Independent Archery Actions taken, but must be paid every time a sequence of Fully Independent Archery Actions is begun.


Comments

I can't help but think that Seeking the Moment, while a decent Charm in its own right, is not really in tune with the schitck of a Wood-aspect Dragon-Blooded, or really any D-B archer, but more in tune with a Chosen of Mars Archery Charm (In fact, I'm almost certain there's one like it in the book, if tarted up a bit.) Just my completely arrogant self-inflated sense of ego talking though. - Patkin
Eh, sometimes I have problems removing the kung fu stylings from my imaginings. And, yes, there is a Sidereal Archery initiative Charm-- it allows you to win the Initiative, no questions asked. I can change the imagery for this baby though. --IsawaBrian


I once created a Charm similiar to "Dragon Arrow" (called "Dragon-Blessed Arrow"; now, as the compendium is down, it is lost. However, I did not use the same elemental effects as in "Dragon-Graced Weapon". I'll post them here, as it seems stupid to me to make an extra version of your Charm just to offer my version of the effects.
  • Air: Swift winds blow around the arrow and make the way trough the air much easier for it. The Exalt adds 50 yards to the range of his attack.
  • Earth: The arrow strikes with the power of an earthshaking avalanche. If it successfully hits, the target’s player has to succeed in a Stamina + Resistance roll at difficulty 2 or he is knocked down and must use a turn to get up again.
  • Fire: Cracking flames surround the arrow, increasing the damage by 2. Things, that easily catch fire, start burning.
  • Water: The arrow becomes liquid and flow trough the defenses of his target. The arrow ignores two levels of soak and is more difficult to parry, increasing the difficulty by two.
  • Wood: The arrow grows venomous thorns, that poison the targets blood. The difficulty of all attempts to heal that wound are at +2 difficulty. Jiba
I like these. Mind if I steal them for my own, official-like? --IsawaBrian
You're welcome ^_^! Jiba
I like these too, but I'd have the Earth effect add Essence to the damage for knockdown and knockback purposes instead of adding a whole new mechanic on top of it. I would also make the effects Essence-dependent instead of adding a set bonus. Other than that, yes, they are very stealable and I will do so myself too. :) Resplendence

Dragon Arrow effects added. I'm keeping the Earth Effect because it's basically like a regular knockdown effect, with a slightly higher difficulty. They aren't Essence-Dependent because Dragon-Blooded effects only rarely use Essence as a rubric. -- IsawaBrian

Ahl Lee's Charms sound like useful tricks for a hard-travellin' hero! *prints copies* -Okensha, big geek

I'd make the claim that the Earth-arrow should require a non-rolled dice action to get up, rather than a turn. For one mote, keeping an Exalt down for a full turn is quite a big deal, and most 'get up' systems in the game only require a non-rolled dice action, allowing some Exalts to get up quickly, while many mortals are stuck futzin on the ground. -- GregLink

Looking over the original text and the way knockdown works, I'm changing it to 'requires an action to get up', yeah. I think that may have been the original intent, but I C&P'd without thinking about it too much. Thanks! -- IsawaBrian