Difference between revisions of "IsawaBrian/SolarArcheryAreaEffect"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
m
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
*[[SolarArchery/IsawaBrian]]
 
 
 
== First Edition and Conversions ==
 
== First Edition and Conversions ==
  
----<i><b>Abrupt Arrow</b></i>
+
----<i><b>Solar Burst</b></i>
   <b>Cost:</b> 1 mote + 1 mote per additional +1 to initiative
+
   <b>Cost:</b> 5 motes, 1 Willpower
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
   <b>Type:</b> Reflexive
+
   <b>Type:</b> Simple
   <b>Minimum Archery:</b> 1
+
   <b>Minimum Archery:</b> 5
   <b>Minimum Essence:</b> 1
+
   <b>Minimum Essence:</b> 4
   <b>Prerequisite Charms:</b> None
+
   <b>Prerequisite Charms:</b> Arrow Storm Technique, Solar Spike
Sometimes, neither wisdom nor power is the way to win a battleSometimes, it is the ability to strike first and swiftest.  After all, if an opponent is dead before he can shoot, there is no risk to the Solar.  This Charm allows the Exalted to make a sudden, swift attack, outpacing his fellows.  Add the character's Archery to his initiative.  He may buy additional bonuses to his initiative, at a cost of one mote per bonus, but may not more than double his Dexterity + Wits.
+
The Solar invests her arrow with a tightly compacted core of unstable EssenceWhen fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 3 yardsThe player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!
  
<i> In 2nd edition, this Charm is quite different.</i>
+
<i>In second edition, this Charm is Combo-OK, Leader, and ObviousInstead of Solar Spike, it requires Phantom Arrow Technique</i>
  <i><b>Cost:</b> --; <b>Mins:</b> Archery 5, Essence 5; <b>Type:</b> Permanent</i>
 
  <i><b>Keywords:</b> None</i>
 
  <i><b>Prerequisite Charms:</b> Flashing Vengeance Draw, Darting Raptor Speed</I>
 
<I>Sometimes, neither wisdom nor power is the way to win a battle.  Sometimes, it is the ability to strike first and swiftestAfter all, if an opponent is dead before he can shoot, there is no risk to the Solar.  This Charm allows the Lawgiver to prepare one instance of Flashing Vengeance Draw for the normal 3 motes.  This counts as a Charm action, but the Solar may commit the motes indefinitely.  At any appropriate Join Battle roll in the future, the Solar may choose to release the motes and the Flashing Vengeance Draw effect as a non-Charm action.</I>
 
<I>At Essence 6 or higher, the Solar may prepare up to his Archery in invocations of Flashing Vengeance Draws, and the cost to activate that Charm is reduced to 2 motes.</I>
 
  
----<i><b>Falconborn</b></i>
+
----<i><b>Wrathful Master Devastation</b></i>
   <b>Cost:</b> 3 motes
+
   <b>Cost:</b> 15 motes, 3 Willpower
 
   <b>Duration:</b> Instant
 
   <b>Duration:</b> Instant
  <b>Type:</b> Reflexive
 
  <b>Minimum Archery:</b> 3
 
  <b>Minimum Essence:</b> 1
 
  <b>Prerequisite Charms:</b> Abrupt Arrow
 
Like the speed of a hunting bird, the Solar's attack is speedy and inevitable.  She automatically wins initiative over a single opponent.  Characters cannot split their die pools on turns that they activate Falconborn.  Two characters using automatic-initiative winning effects roll initiative as normal, but only in competition with each other.
 
 
<i>In second edition, this Charm functions dramatically differently:</i>
 
  <i><b>Cost:</b>1m; <b>Mins:</B> Archery 3, Essence 2; <b>Type:</b> Simple (Speed 3, DV -0)</i>
 
  <i><b>Keywords:</b> Combo-OK, Leader</i>
 
  <i><b>Duration:</b> Instant</i>
 
  <i><b>Prerequisite Charms:</b> Any Archery Excellency, Flashing Vengeance Draw</i>
 
<i>Like the speed of a hunting bird, the Solar's attack is speedy and inevitable.  Essence flows between her body and her bow.  She then may make an Archery attack with a lower Speed and DV penalty than normal attacks.</i>
 
 
----<i><b>Darting Raptor Speed</b></i>
 
  <b>Cost:</b> 3 motes, 1 Willpower
 
  <b>Duration:</b> One Scene
 
 
   <b>Type:</b> Simple
 
   <b>Type:</b> Simple
   <b>Minimum Archery:</b> 3
+
   <b>Minimum Archery:</b> 6
   <b>Minimum Essence:</b> 2
+
   <b>Minimum Essence:</b> 6
   <b>Prerequisite Charms:</b> Falconborn
+
   <b>Prerequisite Charms:</b> Solar Burst, [[IsawaBrian/SolarArcheryExtraActions|Hawk-Against-the-Storm Meditation]]
The Solar's hands and bow move as one in a constant outpouring of speed.  For the rest of the scene, add his Archery to his Initiative for any round where his first action is an Archery Action. Effects such as Falconborn, Opportune Shot, or Thunderclap Rush Attack do not automatically win initiative over the Solar.
+
Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars!  Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.
  
<i>In Second edition, this Charm is quite different. </i>
+
In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. Damage done is multiplied by (permanent Essence /2), round upThese targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops.  
  <i><b>Cost:</b> 1m per action; <b>Mins:</b> Archery 3, Essence 2; <b>Type:</b> Reflexive</i>
 
  <i><b>Keywords:</b> Combo-OK, Leader</i>
 
  <i><b>Prerequisite Charms:</b> Flashing Vengeance Draw</i>
 
<i> The Solar's hands and bow move as one in a constant outpouring of speedReduce the Speed of a number of Archery Actions equal to the motes spent (maximum of [Archery] actions) by 1 each.</i>
 
  
----<i><b>Sun-Blessed Reflexes Prana</b></i>
+
For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit.  
  <b>Cost:</b> 6 motes, 1 Willpower
 
  <b>Duration:</b> One Scene
 
  <b>Type:</b> Simple
 
  <b>Minimum Archery:</b> 5
 
  <b>Minimum Essence:</b> 2
 
  <b>Prerequisite Charms:</b> Darting Raptor Speed
 
After invoking this Charm, the Solar becomes an unceasing force of pure speed. Her ammunition all but leaps to her hand as she fires and the most confusing press of combat always presents opportunity to the Exalt. Until the end of the scene, the character automatically wins initiative so long as her first action is an Archery action. Two characters with automatic initiative effects roll as normal to compete with each other.
 
  
<i>In Second Edition, this Charm is substantially different:</i>
+
Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.  
  <i><b>Cost:</b>8m, 1 wp; <b>Mins:</B> Archery 5, Essence 4; <b>Type:</b> Simple (Speed 5)</i>
 
  <i><b>Keywords:</b> Combo-Basic, Leader</i>
 
  <i><b>Duration:</b> One scene</i>
 
  <i><b>Prerequisite Charms:</b> Darting Raptor Speed, Arrow Storm Technique</i>
 
<i>After invoking this Charm, the Solar becomes an unceasing force of pure speed.  Her ammunition all but leaps to her hand as she fires and the most confusing press of combat always presents opportunity to the Exalt.  Until the end of the scene, subtract 1 from the Speed of any Archery action or Charm. This is not cumulative with other Charms that reduce Speed, and this bonus is not compatible with the Speed of a Falconborn attack.  At Essence 5, increase this reduction to 2 or half initial Speed, whichever is greater.  In either case, there is a minimum Speed of 1 for any action.  In Mass Combat, the benefits of the Charm extend to the entire complimentary unit, including special characters when relevant.</i>
 
  
----<i><b>One with the Bow</b></i>
+
<i>In Second Edition, this Charm is Combo-OK, Obvious, and War.</i>
  <b>Cost:</b> None
 
  <b>Duration:</b> Permanent
 
  <b>Type:</b> Special
 
  <b>Minimum Archery:</b> 3
 
  <b>Minimum Essence:</b> 1
 
  <b>Prerequisite Charms:</b> Abrupt Arrow
 
A Solar who develops this Charm becomes attuned to the tides of battle.  In any given combat, on the first turn he acts, his Wits + Dexterity are doubled for initiative, so long as his first action is an Archery action.  Automatic initiative charms are no longer applicable to the Solar.  This Charm is a permanent development of the Exalt's reflexes.
 
  
<i>In Second Edition, this Charm is dramatically different.</i>
+
----<i><b>Sun Steps Upon the Earth</b></i>
  <i><b>Cost:</b>--; <b>Mins:</B> Archery 5, Essence 2; <b>Type:</b> Permanent</i>
+
   <b>Cost:</b> 20 motes, 3 Willpower
  <i><b>Keywords:</b> None</i>
+
   <b>Duration:</b> Instant
  <i><b>Duration:</b> N/A</i>
+
   <b>Type:</b> Simple
  <i><b>Prerequisite Charms:</b> Falconborn</i>
+
   <b>Minimum Archery:</b> 7
<i>A Solar who develops this Charm becomes permanently attuned to the tides of battle.  Always double his Join Battle dice if the first action to be taken is an Archery action. The character may also double the mote cost for Flashing Vengeance Draw in order to add a number of successes to the roll equal to his permanent Essence, rather than dice.</i>
+
   <b>Minimum Essence:</b> 7
 
+
   <b>Prerequisite Charms:</b> Wrathful Master Devastation
----<i><b>Unbound Solar Swiftness</b></i>
+
For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enoughOnce an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst.  The Solar's range is changed to her Essence x 10 milesWherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on!
   <b>Cost:</b> None
 
   <b>Duration:</b> Permanent
 
   <b>Type:</b> Special
 
   <b>Minimum Archery:</b> 4
 
   <b>Minimum Essence:</b> 3
 
   <b>Prerequisite Charms:</b> One with the Bow
 
The Solar permanently changes her reflexes, granting herself incredible speed in combat so long as she wields her bow, crossbow, firewand, or similar weaponAs long as her first action is an Archery action, the Solar gains a bonus to her initiative equal to her Archery scoreAutomatic initiative charms are no longer applicable to the Exalt.  
 
 
 
<i> In Second Edition, this Charm requires Archery 5 and Awareness 5, and has an additional prerequisite of Surprise Anticipation Method. It allows the Solar to use Surprise Anticipation Method as a non-Charm action as long as the first action the Solar makes in retaliation is an Archery action.  This typically is drawing the bow, but a prepared (or paranoid) Solar may act with tragic finality.</i>
 
  
== Second Edition ==
+
The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Damage done is multiplied by (permanent Essence /2), round up.  Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it.
  
----<i><b>Ever-Ready Archer</b></i>
+
<i>In Second Edition, this Charm is Combo-OK, Obvious, and WarIn fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.</i>
  <b>Cost:</b> --; <b>Mins:</b> Archery 4, Essence 4; <b>Type:</b> Permanent
 
  <b>Keywords:</b> None
 
  <b>Prerequisite Charms:</b> Summoning the Loyal Bow, Flashing Vengeance Draw
 
The Chosen hones the essence-matrix that wraps the weapon sent Elsewhere via Summoning the Loyal Bow such that it can instantly shift the stored weapon into a position of readinessWhen summoning a weapon via Summoning the Loyal Bow or any other Charm that creates or summons a relevant Archery weapon for the character, the Solar may use Flashing Vengeance Draw as a non-Charm action.  The character must still have access to ammunition or use Phantom Arrow Technique.
 
  
 
== Comments ==
 
== Comments ==

Latest revision as of 22:48, 15 November 2011

First Edition and Conversions


Solar Burst
 Cost: 5 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Arrow Storm Technique, Solar Spike

The Solar invests her arrow with a tightly compacted core of unstable Essence. When fired, the core will explode upon impact, unleashing powerful energy arcs in an area with a radius equal to the Solar's Essence x 3 yards. The player makes a single attack roll, which is applied equally to all opponents within the area of effect-- this attack will distinguish between friend and foe!

In second edition, this Charm is Combo-OK, Leader, and Obvious. Instead of Solar Spike, it requires Phantom Arrow Technique


Wrathful Master Devastation
 Cost: 15 motes, 3 Willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 6
 Minimum Essence: 6
 Prerequisite Charms: Solar Burst, Hawk-Against-the-Storm Meditation

Many once-fertile lands were destroyed utterly during the First Age-- and towards the end, not merely by attackers; indeed, more often, such destruction was the result of competition between Solars! Wrathful Master Devastation is one of the Charms used in these contests of destruction; it transforms the Solar's bow into a channel of unrelenting energy, from which a multitude of bolts fly forth to rain terror and destruction down upon his foes.

In Mail and Steel, this means that the character will individually attack a number of soldiers equal to his Essence in Magnitude. They, and typically their commanding officer and other special characters gain absolutely no protection, extra health levels, bonuses to defense, etc. from the normal mail and steel rules; each faces the Solar individually. The Solar makes one single attack roll that is then applied to all of his targets at once. Damage done is multiplied by (permanent Essence /2), round up. These targets do not have to be in the same unit, but only one minimum magnitude loss (see below) is inflicted, based on where the Solar killed the most troops.

For most troops and non-named NPCs, it's better to simply make a single defense roll for all of them and figure that those who are not killed outright if the Solar wins simply flee in terror. GMs may wish to section off the armies into smaller amounts for the purposes of scale, though. Named NPCs and PCs of course make individual defense rolls, but gain none of the usual benefits from leading or participating in Mail and Steel Combat. If the Solar successfully kills normal troops, it will reduce the Magnitude of the attacking army as is appropriate for the individual troops killed, but at least one Magnitude will be lost; excess will be in fleeing soldiers or proximity kills. An Essence 10 character can destroy two entire First Age Legions in a single hit.

Outside of Mail and Steel combat, the maximums used in that book are good rough scales to use. An Essence 6 Solar can attack up to 1,250 targets, 7 2,500, 8 5,000, and 9 10,000. Following this doubling progression, an Essence 10 Solar would be able to assault 20,000 targets at once. This Charm can also be used to destroy earthworks, fortifications, towns, and so on.

In Second Edition, this Charm is Combo-OK, Obvious, and War.


Sun Steps Upon the Earth
 Cost: 20 motes, 3 Willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 7
 Minimum Essence: 7
 Prerequisite Charms: Wrathful Master Devastation

For the Solar to whom Wrathful Master Devastation brings insufficient carnage to her enemies, Sun Steps Upon the Earth grants might sufficient enough to lay countries to waste, given time and Essence enough. Once an arrow charged with this Charm is released, it flies into the air with a great roaring, surrounded by golden and sapphire seraphim whose song cry doom for all beneath the fiery burst. The Solar's range is changed to her Essence x 10 miles. Wherever the arrow strikes, a sphere or dome of incredible, savage energy with a radius equal to the Exalt's Essence in miles is released. This Charm does not distinguish friend from foe; it will assault ally, enemy, fortress, shrine, warstrider, and wagon alike. Only Gaia's skin- the very surface of Creation itself- is proof against this assault; an unwise Solar may destroy the very tower she stands on!

The effects of this burst are immediate and devastating. All extras within the range of effect die, instantly. The solar rolls an attack as normal, but generally only for extra successes; this attack is a perfect, unblockable, undodgeable effect. Only meta-perfect, always-applicable defenses like Heavenly Guardian Defense will serve. In Mail and Steel, commanders and other special characters caught in the blast footprint will not be protected by their soldiers, either from magnitude health levels or from other defensive bonuses. Damage done is multiplied by (permanent Essence /2), round up. Any non-Extra with an Essence less than the Solars will take double damage from all success rolls. This damage is always lethal unless the Solar uses a combo or other effect to change it.

In Second Edition, this Charm is Combo-OK, Obvious, and War. In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.

Comments