IsawaBrian/SolarArcheryGeneral

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First Edition and Conversions


Battlemaster Bow
 Cost: 2 motes per die, 2 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Wise Arrow, Dazzling Flare Attack

The incredible Essence of the Solar blazes into an aura around the Exalt and his weapon. His shots seem to throw forth glowing pre-shot tracers, and the shots travel along these lines, sparkling through the sky. Every 2 motes spent on this charm adds one die to all Archery attacks and 10 yards to their range for the remainder of this scene. The Solar may not add more dice than he has Dexterity + Archery. If the initial range is less than 100 yards, every 2 motes adds 1 yard of range instead. If the initial range is greater than 1000 yards, every 2 motes adds 100 yards of range instead.

In 2nd edition, this Charm is quite different.

 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: Leader
 Duration: Permanent
 Prerequisite Charms: Infinite Archery Mastery, Archery Essence Flow

Efficiency and power do not easily combine for Solars; usually, it is the latter at the expense of all else. Nevertheless, with great cost and dedication, a Solar may so attune himself to a weapon that that great gulf may be crossed for that weapon and that weapon alone. When purchasing this Charm, the Solar chooses a single Archery weapon that he owns (Not “Long Powerbow;” this is instead “Deadly Spite-Ray Bow, the Orichalcum Long Powerbow made for me by Grandmother Bright”) and from that point on, the character may use both Infinite Archery Mastery and Archery Essence Flow on archery rolls with that weapon. Doing so makes any Excellencies so used Obvious. If the weapon is stolen, lost, or destroyed, the Solar may reattune himself to another weapon at the cost of 1 experience point, and half the training time necessary to learn this Charm.


Master Archer Method
 Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Sage Targeting

The Solar invokes the skill and experience of a master archer, giving herself the benefit of wisdom and the reflexes of a long, hard career. Until the end of the scene, add her Essence in automatic successes to any Archery roll. These successes count against the number available for Sage Targeting.

In Second Edition, this Charm has as Prerequisites Any Archery Excellency, Archery Essence Flow, and Infinite Archery Mastery. It also has Minimums Archery 5, Essence 4. It has the Leader keyword


One Last Defense
 Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Phantom Arrow Technique

The usual fate of an archer upon the battlefield who is caught by a foe in hand to hand combat is death, overwhelmed by the close-in capabilities of infantry. A Solar who activates One Last Defense need not fear such a fate. He plucks a single arrow from his quiver and charges it with a field of Essence. This arrow gains the melee characteristics of a Straight Sword for a scene, and the character may use Archery in place of Melee for all actions with it, including both attack and defense.

In Second Edition, this Charm has a Speed of 4. It has the Combo-OK and Leader Keywords


Solar Radiance Tip
 Cost: 1 mote
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: Phantom Arrow Technique

The Unconquered Sun is the holy warrior, the champion of righteousness and punisher of the wicked. Unholy creatures such as demons and infernals must fear the wrath of his Champions. The Solar invests her holy essence into her ammunition, giving it potency against demons, infernals, and other entities infused with the power of the Yozis. The damage rating of the attack is increased by the character's Essence against such creatures.

In Second Edition, this Charm has been reimagined as a special effect of Beacon Bolt Maneuver


Blaze of Righteousness
 Cost: 4 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: Solar Radiance Tip

The Solar invests his bow and ammunition with the pure radiant energy of the Unconquered Sun. His anima similarly becomes visible, flickering and sparking into existence. Attacks against him by demons, infernals, and other creatures infused with the energy of the Yozis are at +1 difficulty. All of his attacks against such creatures are aggravated and have a bonus to their damage equal to the Exalt's Essence.

In Second Edition, this Charm has been reimagined as a special effect of Beacon Bolt Maneuver


Gentle Warrior's Anger
 Cost: 9 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms: None

The character invests her bow with a swirling flow of cushioning essence that "attaches" to any arrow she nocks for the rest of the scene. These arrows become incapable of inflicting lethal damage (convert all damage to bashing but do not change the special abilities of the arrows), but nonetheless carry great concussive force-- add the Exalt's Essence to all archery attacks.

In Second Edition, this Charm is Combo-OK, Leader, and Speed 5.


Orderborn Shot
 Cost: 2 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Lore: 3
 Minimum Essence: 2
 Prerequisite Charms: Solar Radiance Tip, Chaos-Repelling Pattern

The Solar forms a static cage of Order around the tip of his arrow. When fired upon a raksha, unshaped, Fae-blooded, Wyld-tainted, or similarly Wyld target, add the character's Essence in damage to the attack.

In Second Edition, this Charm a modification of Essence Arrow Attack that functions as per Dazzling Flare that works against creatures of the Wyld. It gives the trait Order. This trait functions as per Holy, except that it functions against raksha, Fae-Blooded, unshaped, Wyld-tainted, and similarly Wyld entities.


Heart of the Lawgiver
 Cost: 4 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Archery: 5
 Minimum Lore: 4
 Minimum Essence: 3
 Prerequisite Charms: Orderborn Shot

The Exalt activating this Charm becomes a manifest enforcer of Heavenly Law and more-- the enforcer of the very Law of existence in Creation. Her very nature becomes repellent to raksha, unshaped, Fae-blooded, Wyld-tainted, and similarly Wyld entities. Add +1 to the difficulty of attacks made by such creatures against her, and all archery attacks against such creatures by the Exalt are aggravated. Such attacks also have their damage increased by the Solar's Essence.

In Second Edition, this Charm is now an Integrity Charm


Shadow-Burning Arrow
 Cost: 2 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Occult: 3
 Minimum Essence: 2
 Prerequisite Charms: Solar Radiance Tip, Chaos-Repelling Pattern

The holiness of a Solar is devastating to the undead, Abyssals, and other creatures of darkness even as it is to demonic foes. By energizing his arrow with a slightly different mixture of the Unconquered Sun's holy Essence, he may bring ruin to such foes, adding his Essence in damage against them.

In Second Edition, this Charm is reimagined as a (very different) special effect of Beacon Bolt maneuver (see below).


Shadow-Disintegrating Aura
 Cost: 4 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Occult: 4
 Minimum Essence: 3
 Prerequisite Charms: Shadow-Burning Arrow

Now the Solar may transform herself into a holy beacon against the night, radiating the wrath of the Unconquered Sun against the creatures of the Underworld. Until the end of the scene, attacks against her by undead, Abyssals, and creatures of the night are at +1 difficulty. Against such creatures, the Solar's archery attacks are aggravated and cause extra damage equal to her Essence.

In Second Edition, this Charm is now an Integrity Charm.


Sentinel on the Far Watches
 Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Occult: 5
 Minimum Lore: 5
 Minimum Essence: 3
 Prerequisite Charms: Shadow-Disintegrating Aura, Heart of the Lawgiver, Blaze of Righteousness

Although only a few Solars now remember it, ultimately, their duty is to protect Creation against all who would dare besmirch it. Sentinel on the Far Watches charges the character with the holy mantle of this duty, granting him protection from and might against all who dare to invade the world. The Solar's anima flickers to life, sending out rays that repulse and chastise creatures foreign to Creation. All such beings are at +1 difficulty to attack the Exalt. Furthermore, his attacks on creatures foreign to Creation are aggravated and do extra damage equal to his permanent Essence. 'Foreign to Creation' includes the Undead, Abyssals, Demons, Akuma, Yozis, Malfeans, Autochthonians, Alchemical Exalted, and similar beings. Generally, if a being is 'outside of fate' by any means other than temporary Charms and the like, it will be subject to the powers of this Charm.

In Second Edition, this Charm is now an Integrity Charm.


Siege Master Concentration
 Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Craft: 3
 Minimum Essence: 3
 Prerequisite Charms: Transcendent Archery Prowess, Open Road Journeyman Style

Although archery is the preferred method of controlling mighty engines of war, most siege weapons do not carry the right harmonics for a Solar (or any other Exalt) to master them with Archery Charms. However, because the basic principles share common roots, it is possible for sufficiently skilled Solars to make siege weapons and similar devices attuned to their souls. A Solar who activates this Charm may use Archery Charms with any Archery roll for the remainder of the scene, regardless of usual restrictions against using Archery Charms.

This Charm is very different in Second Edition:

 Cost: --; Mins: Archery 5, Essence 4; Type: Permanent
 Keywords: Obvious, War
 Duration: Permanent
 Prerequisite Charms: Infinite Archery Mastery

Although archery is the preferred method of controlling mighty engines of war, most siege weapons do not carry the right harmonics for a Solar (or any other Exalt) to master them with Archery Charms. However, because the basic principles share common roots, it is possible for sufficiently skilled Solars to make siege weapons and similar devices attuned to their souls. Once this Charm has been learned, the character may apply any Archery Charm that they can use to any Archery weapon she uses with no restrictions due to scale.

Extra Action Charms cost double the normal motes and require an extra Willpower point to activate when used with A-tag weaponry, unless they are a part of a vessel, power armor, manse, or other superstructure or massive object to which the Exalt is attuned. Regardless of whether or not an extra cost is paid, any Extra Action Charm used thusly by A-tag Archery weapons become Obvious. At Essence 5, the character may also double the mote cost of any Charm that adds a flat damage amount (whether in levels or in health) to multiply the amount of damage added by the character's permanent Essence while using A-tag weapons only, as the massive size allows for channeling much larger bursts of energy.


Mind-and-Body Harmony Discipline
 Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Reflexive
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Transcendent Archery Prowess, Essence Arrow Attack

The Exalt who activates this Charm attunes herself to Little Blessings of the Unconquered Sun that harmonize with Archery (see SolarMelee/IsawaBrian under Felicty of Style Method). By acting with superior grace, style, and verve, the Solar may exceed even the legendary abilities of her kind. For the rest of the scene, all benefits from Archery Stunts-- dice, willpower, and Essence Bonuses-- are doubled. Like all stunt benefits, these dice do not count against the Solar's maximum dice pool bonus.

In Second Edition, this Charm is very different, as its functions have been assumed by Glory of Archery Felicitations:

 Cost:  3m; Mins: Archery 2, Essence 2; Type: Reflexive
 Keywords: Combo-OK, Leader
 Duration:  One Scene
 Prerequisite Charms: Any Archery Excellency

When mind and body are in harmony, great things may be accomplished. This Charm allows a Solar to speed that harmony to the purpose of concentrated archery puissance. While this Charm is active, the character may make an Aim action dedicated to Archery, in which case, its Speed is reduced to 1. If the character does not follow the Aim action with an Archery attack, its bonus is lost. The bonus from this enhanced Aim action cannot be applied to any other Ability. At Essence 4, the character may apply the bonus from a dedicated Aim action to all Archery attacks in a flurry.


Eyes of Heaven
 Cost: 8 motes
 Duration: The Solar's Archery in rounds
 Type: Simple
 Minimum Archery: 5
 Minimum Investigation: 4
 Minimum Essence: 3
 Prerequisite Charms: There Is No Miss, Hawk Aloft Gaze

The Solar fires an arrow into the air and wraps it with the Essence of his senses. Until the Charm ends, the character may reflexively alter his visual senses to view anything within "sight" of the arrow as he might using Hawk Aloft Gaze. This does not distract the Solar from combat or anything else; indeed, it may actually assist in spotting ambushes or stealthy opponents.

In Second Edition, if Hawk Aloft Gaze is not converted, it does not require Investigation or Hawk Aloft Gaze; instead, it requires Awareness 4 and Keen Sight Technique. It has a Speed of 3 and the Combo-Basic and Leader Keywords.


Superior Bow Style
 Cost: 6 Motes
 Duration: One Scene
 Type: Simple
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: None

The Solar reflects her own harmonious Essence onto her bow, giving it the properties of Orichalcum. For the rest of the scene, the weapon will count as orichalcum for the purposes of resistance to effects, effects that work on orichalcum, and for the purposes of gaining the orichalcum Magical Material bonuses. This bonus does not count against the limit that a character may receive from Charms. This bonus stacks with all magical material bonuses, including those from Orichalcum. If applied to a non-orichalcum weapon, they will allow the Solar to attune that weapon as though it were orichalcum. The character need-not re-apply this Charm to retain that attunement after the scene ends, but the orichalcum bonus will fade and if the weapon is de-attuned, Golden Spear's Spirit must be reapplied.

In Second Edition, this Charm has a Speed of 5 and is Combo-OK and Leader.

Second Edition


Refinement of the Orichalcum Limbs
 Cost: --; Mins: Archery 5, Essence 4; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Immaculate Golden Bow

Crystallizing and reinforcing his outward expressions of his shard's Essence, an archer blessed by the Unconquered Sun may form a bow made out of the idealized Essence-matrices corresponding to the raw power of orichalcum. Once a Solar learns this Charm, it modifies its prerequisite, giving Immaculate Golden Bow a Duration of Indefinite. The Solar may also expend and commit a further 2 motes of essence to give his Immaculate Golden Bow the Orichalcum Magical Material bonus.


Drawing From the Solar Quiver
 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Inexhaustible Bolts of Solar Fire

The furious energies that create Inexhaustible Bolts of Solar Fire grow in potency with the Solar who calls them into being. Whenever the Solar activates Inexhaustible Bolts of Solar Fire, she gains a discount in motes equal to her permanent Essence to any Archery Charm that modifies Damage or generates damaging effects.


Solar Stock
 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Solar Flare Methodology

The luminescent soul of the Solar energizes his constructed flamewand, granting it semi-permanence and improving its capability. This Charm modifies its prerequisite, giving Solar Flare Methodology a Duration of Indefinite. The Solar may also expend and commit a further 2 motes of essence to give his energy-flamewand the Orichalcum Magical Material bonus.


Ten Thousand Faithful Fire Support
 Cost: 1m; Mins: Archery 4, Essence 4; Type: Reflexive
 Keywords: Combo-OK, Obvious, War
 Duration: One Scene
 Prerequisite Charms: Any Archery Excellency

Backed by the most zealous of Eagle Archers, a Lawgiver can summon down the very fury of Heaven itself, erupting in a storm of Solar power. Within a heartbeat, a legion can suddenly be granted the ability to hurtle bolts of radiant energy, with inerrant aim and unstoppable force. This Charm grants the Solar the ability to use any Archery Charm as though it had the Leader keyword for a single scene. Every member of a unit to be thus granted benefits via Archery Charms must have a positive Intimacy towards the Solar, and the Storyteller may rule that some Charms' effects relate to qualities that the members of the unit lack. Such units will not be able to benefit from those Charms.

Sufficiently powerful Exalts may exceed these limits, inspiring their armies through sheer skill and potency alone. A second purchase of this Charm at Essence 5+ allows the character to spend 1 willpower point when activating Ten Thousand Faithful Fire Support. Activated I this manner, the Charm grants its full effects to a unit that does not completely have positive Intimacies to the Solar. At the end of the battle, any member of the complimentary unit who does not have an MDV equal to or higher than the character's Charisma + Archery total gains a positive Intimacy: Dedication to (Solar)'s Skill and Leadership. Gaining this Intimacy is an Emotion effect that can be resisted by spending 3 willpower points. Otherwise, it must be broken as normal.

At Essence 7+, a third purchase will make this Charm permanent, reducing its cost to 0 motes. The Solar may thus opt to grant the full effects of any Archery Charm she uses to her complimentary unit, but need not do so. The Solar must still spend 1 willpower point to affect a complimentary unit that does not solely contain members with a positive Intimacy to the Solar. Doing so acts as an innate ability, not a Charm action.


Magnificent Solar Implosion Bow
 Cost: 15m, 2 wp; Mins: Archery 5, Essence 5; Type: Simple (Speed 7)
 Keywords: Obvious
 Duration: One Scene
 Prerequisite Charms: Immaculate Golden Bow, Siege Master Concentration

The Solar shapes the immense power of his Essence into a gigantic energy weapon, an awful construct of the Solar's own personality and soul. The appearance of these terrifying weapons is dependent upon the Solar willing it into existence, the majority-- as the name suggests-- look like medium-sized Implosion Bows. Others can look like stylized Essence Cannons, ballistae, sailcutters, and so forth. However, all Magnificent Solar Implosion Bows are roughly the size of a small wagon.

While roughly mobile, a Magnificent Solar Implosion Bow cannot move more than (its maker's Essence) divided by 2 yards in a single 'Dash' action, and cannot move and fire at the same time. A Magnificent Solar Implosion Bow can be lifted by an entity, vehicle, or other method that has a relevant Strength + Athletics pool of 12. Only the Solar can wield the Magnificent Solar Implosion Bow, though others can carry it, so long as the bow does not move more than (the Solar's Essence x10) yards away.

Magnificent Solar Implosion Bows are tied to the Essence and capability of their wielders, granting two benefits. First, they never require extra cost to be used with Archery Charms. For example, a Magnificent Solar Implosion Bow must use Phantom Arrow Technique or similar Charms to fire, but it never costs more than the base amount to do so. Similarly, despite having the Artillery tag, a Magnificent Solar Implosion Bow does not cost extra motes or willpower to be used with Archery Extra Action Charms. For any positive purpose, treat the Magnificent Solar Implosion Bow as being a simple bow when considering its interaction with Charms and Abilities.

Secondly, the Magnificent Solar Implosion Bow is reconfigurable to suit oversized users. Users who are currently wearing Warstriders or who achieve roughly Warstrider size via other effects may wield their Magnificent Solar Implosion Bows in combat, without restrictions on moving and firing. This does not affect the Mobility penalty of the Warstrider, but the Magnificent Solar Implosion Bow also does not gain the benefit of the strength of a wielder or Warstrider. If used by any Warstrider except a Colossus, this requires two hands. A Colossus Warstrider can wield a Magnificent Solar Implosion Blow with a single hand.

The Magnificent Solar Implosion Bow has the following statistics: Speed 6, Accuracy equal to the Solar's permanent Essence, Damage equal to (the Solar's permanent Essence) x4 in Damage, a Rate equal to (the Solar's permanent Essence) divided by 4, round up, and a 1,000 yard Range. At each shot, the Solar may decide whether to use a heavy impact or concussive shot. Heavy impact shots do Lethal damage and are Piercing. Concussive shots do Bashing damage, but extend to a radius of (the Solar's Archery) in yards around the impact point. Neither mode gains any benefit from the Strength of the operating character. Both modes are Artillery-tag weapons for all purposes save as noted above.


Terrifying Solar Burst Engine
 Cost: --; Mins: Archery 6, Essence 6; Type: Permanent
 Keywords: None
 Duration: Permanent
 Prerequisite Charms: Solar Flare Methodology, Magnificent Solar Implosion Blow

With the development of firewands in the Age of Sorrows comes the possibility of burning devastation to the will of an Elder Solar. A Solar who understands these unique weapons of the Time of Tumult can reshape her Magnificent Solar Implosion Bow into a Terrifying Solar Burst Engine, creating a siege-scale firedust cannon.

The incendiary weapon thus created has as variable an appearance as that of a normal Magnificent Solar Implosion Bow, ranging from a Warstrider-scale flamethrower or fire lance to a baroque fire cannon in a similar style to a Fuel Bolt Launcher. Subtract 3 from the Accuracy of the weapon, but the damage multiplier becomes 6, rather 4. This damage is always lethal. Each shot requires 3 motes rather than 1 mote to use with Phantom Arrow Technique, which as usual is the only method to fuel the weapon. This is the only change from the weapon's usual compatibility with Archery Charms.

In addition to the A-tag, these are Flame weapons (F-tag) and they do not have Range increments. Like the normal version of Magnificent Solar Implosion Bow, the Terrifying Solar Burst Engine has two modes. The first mode has a range of 300, but only attacks a single impact point, which explodes to cover a sphere (usually a dome, as the shot does not dig well into earth) of solar flame with a radius equal to (the Solar's permanent Essence) x 2 yards. The second mode only has a 100-yard range, but affects every target in a 45-degree arc out to this 100-yard maximum.

Although both of these versions use the Flame weapon rules and tag, their attacks are bursts of solar energy, just like its prerequisite. Fire immune or resistant entities are not protected against this attack, though it can ignite normal fires as a fire weapon might. As with Magnificent Solar Implosion Blow, Terrifying Solar Burst Engines must be wielded two-handed by anything between Common and Royal Warstrider sizes.

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