Difference between revisions of "SolarArchery/BogMod"

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<b>Heaven-Thunder Strike</b>
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Back to [[Charms]]<br>
<b>Cost:</b> 8 motes, 1 willpower
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Back to [[BogMod]]
<b>Duration:</b> Instant
 
<b>Type:</b> Supplemental
 
<b>Minimum Archery:</b> 5
 
<b>Minimum Essence:</b> 4
 
<b>Prerequisite Charms:</b> Accuracy Without Distance
 
  
The solar attunes himself to both the local flows of essence and the very essence flows of his target.  Harmonizing all of these factors grants the solar a perfect shot.  One that can not be dodged, or parried and is assured a hit.  Regardless of what he rolls the arrow will hit, baring the use of a perfect defense to stop the attack.  This can be used to accomplish trick shots, but not to do called shots to negate a foes armor.
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<b>Solar Flare Methodology</b><br>
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<b>Cost:</b> 5m; <b>Mins:</b> Archery 5, Essence 3, <b>Type:</b> Supplemental<br>
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<b>Keywords:</b> Combo-OK, Holy, Obvious<br>
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<b>Duration:</b> Instant<br>
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<b>Prerequisite Charms:</b> Essence Arrow Attack(Dazzling Flare Version)
  
== Comments ==
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Before the light of the Unconquered Sun the powers and forces of the Underworld fade to nothingness and dust. A Solar burns with the Unconquered Sun's light and so they too can inflict his judgements on the denizens of the Underworld.  A Solar charges an arrow with the sun's fire and luanches it. Where it strikes it bursts out in light illuminating an area equal to the Solar's essence times ten in yards with natural sunlight.  This destroys any hungry ghosts exposed to it and grave goods touched by these rays burn away to nothing just like they would in Creation under the normal Sunlight.  Like its predecessor it causes aggravated damage to creatures of darkness it strikes but does not have the ability to be seen from far away.
There are, like, three defenses in the entire game which will stop this. HGD, the Abyssal version, and the Sidereal version. Versus anyone else, put it in a Combo with some damage adders and it's a one-hit-kill. For Essence 2? _[[Ikselam]]
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<b>Graced Power Shot</b><br>
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<b>Cost:</b> -; <b>Mins:</b> Archery 5, Essence 3; <b>Type:</b> Permanent<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Permanent<br>
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<b>Prerequisite Charms:</b> Forceful Arrow
  
The lunar charm which I incorporated the no dodge/no parry aspect from is only essence 2 as wellThis has adds a wp cost to make it so you will still hit regardless of your own rollWasn't too much stronger then it I thought-BogMod
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The grace and power of the Lawgivers is unmatched.  When they pick up the bow and arrow their foes scatter lest they be carried away by the attackEven shields and armor are of no help as it is impossible to keep them in hand when they feel the force of the Solar's drawAnytime the character uses Forceful Arrow and the defender attempts to parry they risk losing their weapon or shieldCount the characters attack as a disarm attempt on top of whatever else the attack is with the disarm roll being equal to the rolled successes of the attack.
  
That conjunction of effects is much stronger than the effects on their own are. Also, Lunar Charms are not, in any universe, the place you look when you're considering the balance of Solar Charms. - willows
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== Comments ==
 
 
A lunar could make a combo that did this effect for 8 motes, 1wp total.  And most times being able to not botch isn't that great an advantage allready.  With a good solid 10 dice pool you won't miss very often by how the rolls come up.  -BogMod
 
 
 
:I was unaware that Lunars are capable of perfect attacks.  Could you provide a reference? - [[Quendalon]]
 
 
 
:: Pg.160 in the Lunar Book.  Lightning Stroke Attack.  Normal attack roll but the target can not parry or dodge it.  The perfect defenses of the solar's are proof against this attack just like all others.
 
 
 
Now that's odd. An undodgeable attack that SSE can -explicitly- dodge. Weirdness. However, he does have a point. If a lunar drops a willpower (just a normal willpower, for +1 success) onto this roll... it can't actually MISS at standard difficulty, unless there are abyssal or other dice-removing charms in effect, or someone brings out a perfect defense.
 
 
 
However... that is at standard difficulty. I can't fina any charm (especially one at only 2 motes) that would allow the Lunar to then ignore any difficulty increases, and so I'd like to know exactly which combo you're talking about. Still, it's a nice charm. Appropriate for lunars, who scale in power rather differently from solars. This one seems to have been upcosted a bit... I'm unsure as to whether I'd like there to be something like this at Essence 3 or not for solars... but you're right, it's probably a development that would be there eventually. I'd add some almost-fluff disadvantages though, like making it impossible to use while preserving any sort of stealth or concealment(due to the bright contrail of essence the arrow has left behind it). That's my opinion on it all... Interesting though. <br> -- [[Darloth]]
 
 
 
I'd make a caveat that it can't be in a combo with a soak eliminating or reducing effect.  There are three ways of dealing with an attack: parry, dodge, or soak.  Even this version, as written, allows any perfect defense to defend, but again, if you negate all three types of defense, you're going too far.-[[Braugi]]
 
 
 
Guys... the mechanical effect of rolling defenses is that they, and I quote, "reduce the number of successes rolled by the attacker". Accuracy Without Distance states that if you don't roll enough successes to hit your target, you still hit. This Charm is just Accuracy Without Distance, but more expensive. - FrivYeti
 
 
 
Not quite... AWD can be parried, and thus, a parry might reduce your successes to below zero. However, because it is perfect, it will still hit. This charm <i>cannot</i> be parried... you're not allowed to even try, and so if you roll 5 successes, there's nothing they can do about it, and you get to hit <i>with 5 extra successes</i> which is quite a lot better than with the 1 AWD grants. <Br> -- [[Darloth]]
 
 
 
But at the same time, this has AWD as a prerequisite. It being better than AWD is assumed. It's cost is higher, so there's a start. The thing I'm not happy with is the convenience of this being a Ability 5 Essence 3 charm. Why does it seem that all charms tier-out at Ess 3? Because that's what you're liable to hit in-game. To me, this could easily (and reasonably) be an Essence 4 charm, and people wouldn't be able to complain as much. <br> -- GregLink
 
 
 
Done.  Perhaps this will quell complaints?  --BogMod
 

Latest revision as of 06:43, 27 August 2010

Back to Charms
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Solar Flare Methodology
Cost: 5m; Mins: Archery 5, Essence 3, Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Essence Arrow Attack(Dazzling Flare Version)

Before the light of the Unconquered Sun the powers and forces of the Underworld fade to nothingness and dust. A Solar burns with the Unconquered Sun's light and so they too can inflict his judgements on the denizens of the Underworld. A Solar charges an arrow with the sun's fire and luanches it. Where it strikes it bursts out in light illuminating an area equal to the Solar's essence times ten in yards with natural sunlight. This destroys any hungry ghosts exposed to it and grave goods touched by these rays burn away to nothing just like they would in Creation under the normal Sunlight. Like its predecessor it causes aggravated damage to creatures of darkness it strikes but does not have the ability to be seen from far away.


Graced Power Shot
Cost: -; Mins: Archery 5, Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Forceful Arrow

The grace and power of the Lawgivers is unmatched. When they pick up the bow and arrow their foes scatter lest they be carried away by the attack. Even shields and armor are of no help as it is impossible to keep them in hand when they feel the force of the Solar's draw. Anytime the character uses Forceful Arrow and the defender attempts to parry they risk losing their weapon or shield. Count the characters attack as a disarm attempt on top of whatever else the attack is with the disarm roll being equal to the rolled successes of the attack.

Comments