DualMegami/SolarArchery

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  • Twin-Cannon Fists

---, Archery 3, Essence 1
Permanent
None

No offhand penalty when dual-wielding flame pieces or Plasma Tongue Repeaters. If the Solar meets the Strength requirement, may dual-wield firewands.

  • Instant Retribution

2 motes, Archery 4, Essence 2
Instant, Reflexive (Step 9)
Combo-Ok, Counterattack
Any Archery Excellency

Archery counterattack.

  • Vigilant Bow Conjuration

---, Archery 5, Essence 3
Permanent
Upgrade
Immaculate Golden Bow

Makes Immaculate Golden Bow a reflexive Non-charm action.

  • Seeking Missile Methodology

---, Archery 5, Essence 3
Permanent
Combo-Ok, Obvious, Counterattack
There is no Wind.

Upgrades There is No Wind to: Ignores all cover, even 100% though the Archer must actually know the target is there. Know, not guess. It negates all non-magical penalties to the attack. This ignores the Range of the weapon. If it hits, it ignores armors soak. Increases the cost of There is no Wind to 3 motes.

  • Rapid-Fire Concentration

5 motes, 1 wp. One Scene, Simple
Archery 5, Essence 5
Combo-Basic, Obvious
Trance of Unhesitating Speed

Each Archery attack roll once, apply twice: take onslaught like two attacks, roll damage twice. Applies to Flame Weapons. Any attack made with Archery weapons apply, even if used with MA charms such as Righteous Devil Style or Wood Dragon Style. 1 mote surcharge added per shot for siege weapons (i.e. Large Essence Cannons, Implosion Bows, etc.) Adds 1 to the number of attacks that can be made with Archery Extra Actions charms. Each attack still counts as two. If applying a supplemental Charm to the attacks, must be paid for twice in order to achieve the effects twice.

  • Our Arrows Will Blot Out the Sun

8 motes, 1 willpower Archery 5, Essence 5
Instant, Simple
Combo-Ok, Obvious
Rain of Feathered Death

One attack roll applied [Essence] times to all targets within [Essence x 100] yards. Does not cost more with firewand. When used with firewand, often called “Rain of Hellfire”

  • Deadly Warhead Techinque

8 motes. Archery 5, Essence 4
Instant, Simple
Combo-Ok, Obvious, Holy
Essence Arrow

One attack roll, area of effect Essence x 10 yards, Base damage x 5, creatures of darkness take Agg. On next action, second detonation as though same # of successes. Destroys scenery.

  • Greater Arrows

4 motes. Archery 5, Essence 4
Instant/Supplemental
Combo-Ok
Essence Arrow

  • Furious Arrow: 10’s explode on damage, shot gains [Essence +1] O and the P tag if it does not already have it.
  • Searing Bolt: Aggravated Damage
  • Sting of Judgment: May spend 1m per die to turn Righteous Judgment Arrow into autolevels.
  • Mote-Scattering Shot

4 motes. Archery 5, Essence 3
Instant/Supplemental
Combo-Ok
Accuracy Without Distance

Rather than do damage, the attack forces the target to lose 1 mote per damage die that would have been rolled. Lost motes are recovered normally.

  • All-Seeing Archer’s Eye

8 motes, 1wp Archery 5, Essence 5
One Scene, Simple (-2 DV)
Combo-Ok, Obvious
Mote-Scattering Shot

The cousin to Inner Sword Sight, the first of the ancient tactics of the Primordial War before the discovery of Ghost Eating Techinque and Demon Wracking Shout.

  • See Essence/Spirits as Inner Sword Sight, including dependence on bow being out.
  • Gains a bonus die to all attacks as though the Archer had reflexively Aimed.
  • Jams Valor out of combat, as Inner Sword Sight.