GracefulCharmMethodology/SolarArchery

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Precision

Sight Without Eyes

  • Cost: 2m/2d
  • Type: Supplemental
  • Mins: Archery 2, Essence 1

Every two motes spent reduces any penalties on the Exalt’s attack roll by 2, or reduces the cover bonus to their target’s Defence by 1.

There Is No Wind

  • Cost: 3m
  • Type: Supplemental
  • Mins: Archery 4, Essence 1
  • Prereq: Sight Without Eyes

This attack is considered to be at one less range band than it actually is.

Dust And Ashes Sleight

  • Cost: 1m, 1wp
  • Type: Supplemental
  • Mins: Archery 5, Essence 2
  • Prereq: There Is No Wind

Add any extra successes on the attack roll to the attack’s raw damage.

Wise Arrow

  • Cost: 2m
  • Type: Supplemental
  • Mins: Archery 3, Essence 1
  • Prereq: Sight Without Eyes

The attack can be made against any target in range that the Solar is aware of, as long as they are not completely surrounded by barriers. Treat them as having a cover bonus of +3.

Force Without Fire

  • Cost: 3m
  • Type: Supplemental
  • Keywords: Withering
  • Mins: Archery 4, Essence 1

If the withering attack does at least as much initiative damage as the target’s Stamina, the target is knocked back a range band.

Accuracy Without Distance

  • Cost: 1m, 1wp
  • Type: Reflexive
  • Mins: Archery 3, Essence 2
  • Prereq: Wise Arrow

The Solar instantly completes an Aim action.

Seven Omens Shot

  • Cost: 2m
  • Type: Simple
  • Keywords: Decisive
  • Mins: Archery 5, Essence 3
  • Prereq: Accuracy Without Distance

Any bonus aim dice from used to support this decisive attack are converted to automatic successes on the attack roll.

Rapidity

Trance of Unhesitating Speed

  • Cost: 3m
  • Type: Simple
  • Keywords: Decisive
  • Mins: Archery 3, Essence 1
  • Prereq: Sight Without Eyes

This decisive attack can be split into multiple attacks, each of which must have at least 3 initiative committed to them. They can be made against different targets.

Flashing Vengeance Draw

  • Cost: 2m
  • Type: Supplemental
  • Mins: Archery 5, Essence 1
  • Prereq: Trance of Unhesitating Speed

This attack, if made before the target’s first action in the combat, is unblockable.

Hunter’s Swift Answer

  • Cost: 5m, 1wp
  • Type: Reflexive
  • Mins: Archery 5, Essence 2
  • Prereq: Flashing Vengence Draw

Used when successful at a disengage action, this allows the Solar to make an immediate attack against one of their pursuers. No aim action is required.

Finishing Snipe

  • Cost: 7m
  • Type: Reflexive
  • Keywords: Decisive
  • Mins: Archery 5, Essence 2
  • Prereq: Flashing Vengeance Draw

Used when an opponent crashes within medium range, this allows the Solar to make an immediate decisive attack against them. No aim action is required.

Shadow-Seeking Arrow

  • Cost: 3m, 2i
  • Type: Reflexive
  • Mins: Archery 5, Essence 3
  • Prereq: Flashing Vengeance Draw

Used when a Solar becomes aware of a previously hidden character, this allows the Solar to make an immediate attack against them. No aim action is required.

Arrow Storm Technique

  • Cost: 4m, 1wp
  • Type: Simple
  • Keywords: Decisive
  • Mins: Archery 5, Essence 2
  • Prereq: Trance of Unhesitating Speed

The Solar makes a single decisive attack, which is applied to the defences of up to (Essence*2) targets; use the range band of the most distant target. The base damage for each attack is equal to the Exalt’s Archery.

Revolving Bow Discipline

  • Cost: 6m, 1wp
  • Type: Simple
  • Keywords: Withering
  • Mins: Archery 5, Essence 2
  • Prereq: Arrow Storm Technique

The Solar may repeatedly make withering attacks against a single target at close or short range, until either they miss or they crash their opponent.

Dust And Ashes Sleight

  • Type: Permanent
  • Mins: Archery 5, Essence 4
  • Prereq: Seven Omens Shot, Revolving Bow Discipline

Whenever the Solar crashes or kills an opponent with a Simple Archery Charm, they regain one point of temporary Willpower.

Conjuration

Phantom Arrow Technique

  • Cost: 1m
  • Type: Reflexive
  • Mins: Archery 3, Essence 1

The Solar creates a piece of ammunition from one of their Intimacies. Attacks made with this ammunition add the Intimacy’s strength to the attack roll, but can only be used for purposes directly supported by the Intimacy.

Adamant Arrow Technique

  • Cost: 1m, 1wp
  • Type: Supplemental, Once/Scene
  • Mins: Archery 3, Essence 3
  • Prereqs: Phantom Arrow Technique

The arrow enhanced by this attack cannot be removed from where (or whom) it lands, unless with the Solar’s permission or upon their death. The Solar always instinctively knows where the arrow lies, allowing them to automatically track or detect its bearer.

Solar Spike

  • Cost: 3m, 1wp
  • Type: Supplemental
  • Keywords: Decisive, Once/Scene
  • Mins: Archery 5, Essence 3
  • Prereqs: Adamant Arrow Technique

This decisive attack has a base damage equal to the Solar’s temporary Willpower. If they are upholding an Intimacy with this attack, multiply the base damage by the strength of their Intimacy.

Heart-Eating Incineration

  • Cost: 3m, 3a
  • Type: Supplemental
  • Keywords: Decisive, Once/Scene
  • Mins: Archery 5, Essence 3
  • Prereqs: Adamant Arrow Technique

If this decisive attack kills its target, it restores motes to the Solar equal to the target’s permanent Essence + the strength of any Intimacies the Solar has toward them. If the target is not a spirit, their soul is destroyed.

Immaculate Golden Bow

  • Cost: 5m, 1wp
  • Type: Simple
  • Duration: One Scene
  • Mins: Archery 4, Essence 2
  • Prereqs: Phantom Arrow Technique

The Solar summons a powerbow from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked.

Fiery Arrow Attack

  • Cost: 2m
  • Type: Supplemental
  • Keywords: Decisive
  • Mins: Archery 4, Essence 1
  • Prereqs: Phantom Arrow Technique

If the attack deals lethal damage, the same amount of fire damage will be repeated on each of the Solar’s following turns until the target is extinguished (a Dexterity + Athletics check requiring cumulative successes equal to the Solar’s Essence).

Dazzling Flare Attack

  • Cost: 2m
  • Type: Supplemental
  • Mins: Archery 5, Essence 2
  • Prereqs: Fiery Arrow Attack

Every hidden character out to medium range from the Solar must re-check Stealth to remain hidden. A target hit by this attack cannot hide until the arrow is removed.

Searing Sunfire Interdiction

  • Cost: 4m, 1wp
  • Type: Simple
  • Mins: Archery 5, Essence 3
  • Prereqs: Force Without Fire, Dazzling Flare Attack

The Solar makes a difficulty 1 gambit: if they score more successes than the target’s current Initiative, the target is knocked back a range band and loses their turn in the next round.

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