Difference between revisions of "SolarArchery/IsawaBrian"

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The Solar makes a countershot defense, but his arrow is transformed by Essence into a bolt of energy capable of deflecting even the mightiest or most skilled attacks.  The countershot can block any ranged attack that he is aware of, even those otherwise unblockable, such as immaterial attacks, inapplicable attacks, and so on.
 
The Solar makes a countershot defense, but his arrow is transformed by Essence into a bolt of energy capable of deflecting even the mightiest or most skilled attacks.  The countershot can block any ranged attack that he is aware of, even those otherwise unblockable, such as immaterial attacks, inapplicable attacks, and so on.
  
<i>This Charm is superceded in 2nd Edition by Unrepentant Rebuke</i>
+
<i>In 2nd edition, this Charm is quite different.</i>
 +
  <i><b>Cost:</b> 5 motes; <b>Mins:</b> Archery 5, Essence 4; <b>Type:</b> Reflexive (Step 2)</i>
 +
  <i><b>Duration:</b> Until Next Action</i>
 +
  <i><b>Keywords:</b> Combo-OK</i>
 +
  <i><b>Prerequisite Charms:</b> Scorning the Unrighteous</i>
 +
<i>The scorn of a Lawgiver for those who would dare seek to strike him down at a distance is never-ending, and such pitiful attempts shall not distract him from the vengeance he casts upon his foes.  This Charm may only be used if the Solar has some form of ranged defense based on Archery.  Until the character’s next action, he may ignore all penalties to that ranged defense.  This does not change inapplicability.</I>
  
 
----<b><i>Heavenly Rebuke</b></i>
 
----<b><i>Heavenly Rebuke</b></i>
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   <b>Minimum Essence:</b> 1
 
   <b>Minimum Essence:</b> 1
 
   <b>Prerequisite Charms:</b>  Dazzling Flare Attack
 
   <b>Prerequisite Charms:</b>  Dazzling Flare Attack
The Exalted's arrows become an extention of his very being.  They seek through the air for his foes, attacking with the strength of the Solar's Spirit.  If the attack is successful, the player counts attack successes twice for extra damage dice.  This Charm must be activated prior to attacking.
+
The Exalted's arrows become an extension of his very being.  They seek through the air for his foes, attacking with the strength of the Solar's Spirit.  If the attack is successful, the player counts attack successes twice for extra damage dice.  This Charm must be activated prior to attacking.
  
 
<i>In Second Edition, this Charm requires Essence Arrow Attack, Essence 2, and is Combo-OK.</i>
 
<i>In Second Edition, this Charm requires Essence Arrow Attack, Essence 2, and is Combo-OK.</i>
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   <b>Type:</b> Simple
 
   <b>Type:</b> Simple
 
   <b>Minimum Archery:</b> 4
 
   <b>Minimum Archery:</b> 4
 
 
   <b>Minimum Essence:</b> 3
 
   <b>Minimum Essence:</b> 3
 
   <b>Prerequisite Charms:</b> Thunderbolt Shot
 
   <b>Prerequisite Charms:</b> Thunderbolt Shot
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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.
 
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.
  
<i>This Charm no longer exists in the Second Edition, being replaced with Infinite Archery Mastery</I>
+
<i> In 2nd edition, this Charm is quite different.</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> Infinite Archery Mastery, Archery Essence Flow</I>
 +
<I>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.</I>
  
 
----<b><i>Blazing Countershot</b></i>
 
----<b><i>Blazing Countershot</b></i>
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After activating this Charm, the Exalted becomes absolutely deadly to any foes who would dare to assault her.  Any attack-- ranged or hand to hand-- will instantly invoke retribution.  Until the end of the scene, after any attack is rolled but before damage is determined, the character may make an instant counterattack, as per Eye of the Storm Meditation.
 
After activating this Charm, the Exalted becomes absolutely deadly to any foes who would dare to assault her.  Any attack-- ranged or hand to hand-- will instantly invoke retribution.  Until the end of the scene, after any attack is rolled but before damage is determined, the character may make an instant counterattack, as per Eye of the Storm Meditation.
  
<I>In Second Edition, this Combo is Obvious and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.</I>
+
<I>In Second Edition, this Combo is Obvious, Combo-OK, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.</I>
  
 
----<b><i>Sage Targeting</b></i>
 
----<b><i>Sage Targeting</b></i>
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Patience and understanding are the watch-words of the careful archer.  Knowing the precise moment of harmony for a strike can be more effective than the most powerful attack.  To use this Charm, the player firsts makes a regular Dexterity + Archery attack.  Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Archery roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to gain an attack, merely to supplement existing ones.
 
Patience and understanding are the watch-words of the careful archer.  Knowing the precise moment of harmony for a strike can be more effective than the most powerful attack.  To use this Charm, the player firsts makes a regular Dexterity + Archery attack.  Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Archery roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to gain an attack, merely to supplement existing ones.
  
<I>In Second Edition, this Charm is superceded by the second Archery Excellence.</i>
+
<i> In 2nd edition, this Charm is quite different.</i>
 +
  <i><b>Cost:</b> 7 motes per “Effect Level”, 1 willpower; <b>Mins:</b> Archery 5, Essence 5; <b>Type:</b>Reflexive</i>
 +
  <i><b>Keywords:</b> Combo-OK, Obvious</i>
 +
  <I><b>Duration:</b> Instant</I>
 +
  <i><b>Prerequisite Charms:</b> Any Archery Excellency, Unrepentant Rebuke
 +
<I>Note: For the purposes of this Charm, 'effect level' either refers to the Circle "number" for a Sorcery spell or the minimum Essence necessary to perform an action; this does not include the Charms necessary for Sorcery, which is a delicate process and thus easier to disrupt.</I>
 +
 
 +
<I>Solars are the undisputed masters of Sorcery, and other beings can only hope to equal that scope in opposing methodologies such as Necromancy or Protocols.  A well-attuned Solar can spot the formation of complex Essence forms and snap off an attack—manifesting a bolt of pure essence from their weapon—that swiftly disrupts the essence matrix of the target effect.</I>
 +
 
 +
<I>Effectively, Sage Targeting is a reflexive Charm that permits the Solar to use the piercing nature of Archery to disrupt long-term essence accumulation.  This works on any Essence-based effect that takes more than a single action to perform, such as Sorcery.  This does not apply to effects that have extended durations that are already activated, only effects that are being activated.</I>
 +
 
 +
<I>The Exalt must be within his weapon’s Range of the target.  The character makes a Dexterity + Archery + weapon Accuracy against a difficulty equal to the Essence of the target plus the effect level of whatever extended Essence based action the target is making.  This costs 1 Willpower plus 7 motes per effect level.  If the roll is successful, the casting is disrupted.</I>
  
 
----<b><i>Master Archer Method</b></i>
 
----<b><i>Master Archer Method</b></i>
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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.
 
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.
  
<i>In Second Edition, this Charm has as Prerequisites Any Arrow Excellency, Essence Arrow Attack, and Infinite Archery Mastery.  It also has Minimums Archery 5, Essence 4</I>
+
<i>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.</I>
  
 
----<b><i>Abrupt Arrow</b></i>
 
----<b><i>Abrupt Arrow</b></i>
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   <b>Minimum Essence:</b> 1
 
   <b>Minimum Essence:</b> 1
 
   <b>Prerequisite Charms:</b> None
 
   <b>Prerequisite Charms:</b> None
Sometimes, neither wisdom nor power are the ways to win a battle.  Sometimes, 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.
+
Sometimes, neither wisdom nor power is the way to win a battle.  Sometimes, 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.
  
<i>In Second Edition, this Charm is superceded by Flashing Vengeance Draw.</i>
+
<i> In 2nd edition, this Charm is quite different.</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>Sometimes, neither wisdom nor power is the way to win a battle.  Sometimes, 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 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>
  
 
----<b><i>Falconborn</b></i>
 
----<b><i>Falconborn</b></i>
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The Solar permanently changes her reflexes, granting herself incredible speed in combat so long as she wields her bow, crossbow, firewand, or similar weapon.  As long as her first action is an Archery action, the Solar gains a bonus to her initiative equal to her Archery score.  Automatic initiative charms are no longer applicable to the Exalt.  
 
The Solar permanently changes her reflexes, granting herself incredible speed in combat so long as she wields her bow, crossbow, firewand, or similar weapon.  As long as her first action is an Archery action, the Solar gains a bonus to her initiative equal to her Archery score.  Automatic initiative charms are no longer applicable to the Exalt.  
  
<i> In Second Edition, this Charm is superceded by One with the Bow</i>
+
<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>
  
 
----<b><i>Sky-Burning Strikes</b></i>
 
----<b><i>Sky-Burning Strikes</b></i>
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<i>In Second Edition, this Charm is Combo-OK and Obvious.  Instead of the above effects, it doubles the Solar's successes on the attack roll before comparing it to defense, in step 3 of attack resolution, and makes the target's Dodge DV inapplicable. </i>
 
<i>In Second Edition, this Charm is Combo-OK and Obvious.  Instead of the above effects, it doubles the Solar's successes on the attack roll before comparing it to defense, in step 3 of attack resolution, and makes the target's Dodge DV inapplicable. </i>
 +
  
 
----<b><i>Two Shots as One</b></i>
 
----<b><i>Two Shots as One</b></i>
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<i>In Second Edition, this Charm is slightly different.</i>
 
<i>In Second Edition, this Charm is slightly different.</i>
 
   <i><b>Cost:</b>10m or 20m, 1 wp; <b>Mins:</B> Archery 5, Essence 4; <b>Type:</b> Extra Action</i>
 
   <i><b>Cost:</b>10m or 20m, 1 wp; <b>Mins:</B> Archery 5, Essence 4; <b>Type:</b> Extra Action</i>
   <i><b>Keywords:</b> Obvious</i>
+
   <i><b>Keywords:</b> Obvious, Combo-Basic</i>
 
   <i><b>Duration:</b> One Scene</i>
 
   <i><b>Duration:</b> One Scene</i>
 
   <i><b>Prerequisite Charms:</b> Steel Barrage, Arrow Storm Technique</i>
 
   <i><b>Prerequisite Charms:</b> Steel Barrage, Arrow Storm Technique</i>
<i>The Solar charges herself with Essence.  Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay.  Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1).  Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal.  This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 20m, 1 wp.  No further Extra Action Charms or effects can be used to gain further actions.</i>
+
<i>The Solar charges herself with Essence.  Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay.  Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1).  Any attacks or similar actions in the flurry must use Archery actions.  Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal.  This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 20m, 1 wp.  No further Extra Action Charms or effects can be used to gain further actions.</i>
 
    
 
    
  
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The character becomes capable of taking a Fully Independent Archery Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Two Moments as One and similar Fully Independent Archery Actions do not suffer any problems with Mental or Social Actions), with one exception: Fully Independent Archery Actions must be used for Archery Actions or left unused. They can be used for Archery Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Archery actions, including Reflexive Charms from other Abilities, if he so much as nocks his bow during the Fully Independent Archery Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Archery Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
 
The character becomes capable of taking a Fully Independent Archery Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Two Moments as One and similar Fully Independent Archery Actions do not suffer any problems with Mental or Social Actions), with one exception: Fully Independent Archery Actions must be used for Archery Actions or left unused. They can be used for Archery Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Archery actions, including Reflexive Charms from other Abilities, if he so much as nocks his bow during the Fully Independent Archery Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Archery Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.
  
<i>In Second Edition, this Charm is Obvious and Simple</i>
+
<i>In Second Edition, this Charm is Obvious and Simple.</i>
  
 
----<b><i>Trance of Unstoppable Speed</b></i>
 
----<b><i>Trance of Unstoppable Speed</b></i>
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Developing out of Two Moments as One, the Elder Solar uses the raw power of her Essence, combined with her mastery of the way of the bow, to slip loose from the limitations of the world and become a harbinger of death on the field of battle.  When using this Charm, the character may purchase a number of Fully Independent Actions equal to her Archery dots.  Half of these Fully Independent Actions must be Fully Independent Archery Actions, rounding up-- so a Solar with Essence 7 who uses this Charm may purchase at most 3 Fully Independent Actions, so long as the last three to four purchased actions are dedicated to Archery use.  The usual restrictions for Fully Independent Archery and normal Fully Independent Actions apply.
 
Developing out of Two Moments as One, the Elder Solar uses the raw power of her Essence, combined with her mastery of the way of the bow, to slip loose from the limitations of the world and become a harbinger of death on the field of battle.  When using this Charm, the character may purchase a number of Fully Independent Actions equal to her Archery dots.  Half of these Fully Independent Actions must be Fully Independent Archery Actions, rounding up-- so a Solar with Essence 7 who uses this Charm may purchase at most 3 Fully Independent Actions, so long as the last three to four purchased actions are dedicated to Archery use.  The usual restrictions for Fully Independent Archery and normal Fully Independent Actions apply.
  
<i>In Second Edition, this Charm is Obvious and Simple</i>
+
<i>In Second Edition, this Charm is Obvious and Simple.</i>
  
 +
<i>Action flurries permit the character to make more than one complete action per tick.  Except for the fact that only one tick actually passes and no further Extra Action Charms may be used, these actions are completely like normal actions-- a Charm or Combo can be activated on each one.  Furthermore, each action in the action flurry has its own DV, which means that the character can use one action as a Guard action, for example, and retain full DV against all incoming attacks.  Penalties coming from a source other than the character's actions -- ie, charm-inflicted, wound penalties, and so on, will generally affect all of the action flurry, however.  The character's Speed for the entire action flurry is considered to be the highest Speed of any action. </i>
  
 
----<b><i>Orichalcum Barrage</b></i>
 
----<b><i>Orichalcum Barrage</b></i>
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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.  
 
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.  
 
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.  
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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.
 
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.
  
<i>In Second Edition, this Charm no longer exists.  An Integrity-based Charm that does something similar may be created.</i>
+
<i>In Second Edition, this Charm has been reimagined as a special effect of Beacon Bolt Maneuver (see below)</i>
  
 
----<b><i>Gentle Warrior's Anger</b></i>
 
----<b><i>Gentle Warrior's Anger</b></i>
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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.
 
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.
  
<i>In Second Edition, this Charm no longer exists.  An Integrity-based Charm that does something similar may be created.</i>
+
<i>In Second Edition, this Charm has been reimagined as a special effect of Beacon Bolt Maneuver (see below)</i>
  
 
----<b><i>Shadow-Burning Arrow</b></i>
 
----<b><i>Shadow-Burning Arrow</b></i>
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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.
 
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.
  
<i>In Second Edition, this Charm is superceded by Essence Arrow Attack (Dazzling Flare).</i>
+
<i>In Second Edition, this Charm is reimagined as a (very different) special effect of Beacon Bolt maneuver (see below).</i>
  
 
----<b><i>Shadow-Disintegrating Aura</b></i>
 
----<b><i>Shadow-Disintegrating Aura</b></i>
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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.
 
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.
  
<i>In Second Edition, this Charm no longer exists.  An Integrity-based Charm that does something similar may be created.</i>
+
<i>In Second Edition, this Charm is now an Integrity Charm.</i>
  
 
----<b><i>Sentinel on the Far Watches</b></i>
 
----<b><i>Sentinel on the Far Watches</b></i>
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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.
 
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.
  
<i>In Second Edition, this Charm no longer exists.  An Integrity-based Charm that does something similar may be created.</i>
+
<i>In Second Edition, this Charm is now an Integrity Charm.</i>
  
 
----<b><i>Transcendent Archery Prowess</b></i>
 
----<b><i>Transcendent Archery Prowess</b></i>
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The Solar internalizes the very essence of Archery.  To her, all contests with the bow become the same; merely applications of skill and the connection between soul and target.  Subtract 2 from the difficulty of all Archery rolls (minimum difficulty 1).  This reduction will affect ordinarily inapplicable weapons like siege weaponry.  This idea was based off Neph's suggestion.
 
The Solar internalizes the very essence of Archery.  To her, all contests with the bow become the same; merely applications of skill and the connection between soul and target.  Subtract 2 from the difficulty of all Archery rolls (minimum difficulty 1).  This reduction will affect ordinarily inapplicable weapons like siege weaponry.  This idea was based off Neph's suggestion.
  
<i>In Second Edition, this Charm reduces External Penalties by 2, minimum 0. This specifically does not include an opponent's Defense Value.  Its Prerequisite Charms are all three Archery Excellencies, Infinite Archery Mastery, and Essence Archery Flow.</i>
+
<i>In Second Edition, this Charm reduces all archery penalties, internal or external by 2, minimum 0. This specifically does not include an opponent's Defense Value.  Its Prerequisite Charms are all three Archery Excellencies, Infinite Archery Mastery, and Archery Flow.</i>
  
 
----<b><i>Siege Master Concentration</b></i>
 
----<b><i>Siege Master Concentration</b></i>
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Like Dawn devotees of Spirit-Burning Solar Aura, masters of the Relentless Burning Beams were masters of the spirit-carving strikes to kill their opponent with ruthless style.  Every time the Solar passes his hands over his bow, he may draw forth a shaft of pure devastating Essence, made sharp and terrible by his skill.  These bolts are fired as normal broadhead arrows, save that they have a damage bonus equal to the Solar's permanent Essence and all damage is aggravated.  They are not subject to range or wind penalties, though poor visibility still has an effect.  Their range is either the normal range for the weapon being fired or the Solar's Essence x 100 yards, whichever is greater.
 
Like Dawn devotees of Spirit-Burning Solar Aura, masters of the Relentless Burning Beams were masters of the spirit-carving strikes to kill their opponent with ruthless style.  Every time the Solar passes his hands over his bow, he may draw forth a shaft of pure devastating Essence, made sharp and terrible by his skill.  These bolts are fired as normal broadhead arrows, save that they have a damage bonus equal to the Solar's permanent Essence and all damage is aggravated.  They are not subject to range or wind penalties, though poor visibility still has an effect.  Their range is either the normal range for the weapon being fired or the Solar's Essence x 100 yards, whichever is greater.
  
<i>In Second Edition, this Charm is Combo-OK and Obvious.  Its requirements are unchanged unless Bolt of Fiery Devastation is not converted.  In that case, it requires Rain of Feathered Death instead. </i>
+
<i>In Second Edition, this Charm is Combo-OK and Obvious.  Its costs are reduced to 12 motes, 2 willpower.  Its requirements are unchanged unless Bolt of Fiery Devastation is not converted.  In that case, it requires Rain of Feathered Death instead. </i>
 +
 
 +
== Second Edition ==
  
 
----<b><i>Sun's Rising Wrath</b></i>
 
----<b><i>Sun's Rising Wrath</b></i>
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   <b>Prerequisite Charms:</b> Steel Barrage
 
   <b>Prerequisite Charms:</b> Steel Barrage
 
Energized with righteous fury, the Solar's weapon takes on an aspect of the Sun itself, casting forth against her opponents with the speed of light itself.  Increase the maximum number of attacks received from any Extra-Action type Charm with a Duration of Instant by two.  For large scale multiattacks like Arrow Storm Technique, add two to the multiplier.  For example, in Arrow Storm Technique, the character may make Essence x 5 shots.
 
Energized with righteous fury, the Solar's weapon takes on an aspect of the Sun itself, casting forth against her opponents with the speed of light itself.  Increase the maximum number of attacks received from any Extra-Action type Charm with a Duration of Instant by two.  For large scale multiattacks like Arrow Storm Technique, add two to the multiplier.  For example, in Arrow Storm Technique, the character may make Essence x 5 shots.
 +
 +
----<b><i>Wise Arrow</b></i>
 +
  <b>Cost:</b> --; <b>Mins:</b> Archery 5, Essence 4; <b>Type:</b>Permanent
 +
  <b>Keywords:</b> None
 +
  <b>Duration:</b> N/A
 +
  <b>Prerequisite Charms:</b> Trance of Unhesitating Speed, Phantom Arrow Technique
 +
Although a profligacy of resources is the natural due of a Lawgiver, neither mundane accoutrements nor essence are infinite resources.  Should a cunning Solar need to harbor his reserves, he may develop the ability to pierce through opponents or, in the event that he cannot so pierce them, ricochet shots off more hardy targets.  Any extra action charms that the Solar uses consumes no more than a single use of ammunition. 
 +
 +
This does not reduce a requirement to apply charms that have effects other than generation of ammunition, so a Solar using Trance of Unhesitating Speed to make 4 shots with Phantom Arrow Technique would only use 1 mote, but Rain of Feathered Death would have cost 16 motes (in addition to requiring that it be part of a combo).  Purchasing this charm permanently reduces the total cost of ammunition-supplying Charms such as Inexhaustible Bolts of Solar Fire by 2 motes (minimum 1 mote).  The Storyteller is the final arbiter of whether or not a Charm is affected by this discount; for example, Rain of Feathered Death should probably not qualify.
 +
 +
----<b><i>Sight Without Eyes</b></i>
 +
  <b>Cost:</b> --; <b>Mins:</b> Archery 5, Essence 3
 +
  <b>Type:</b> Permanent
 +
  <b>Keywords:</b> None
 +
  <b>Duration:</b> N/A
 +
  <b>Prerequisite Charms:</b> Beyond the World
 +
Although a Solar who becomes lofty Beyond the World may reduce the interference of the crude mechanisms of Creation in her pursuit of the unrighteous, there are always some few cowards who will attempt to evade the Lawgiver’s heavenly punishments.  By learning to take her Sight Without Eyes, even these renegades may be brought low.  When activating Beyond the World, the Solar may spend an additional three motes to gain two secondary effects.  First, any bonuses to the target’s DV based on sensory distortion may be reduced as with any penalty by Beyond the World (though this may not become a reduction to DV from other sources). 
 +
 +
Secondly, even if the Lawgiver cannot see her opponent, she may still attempt to shoot if she can perceive the opponent in some way.  Typically, this is a reflexive Perception + Awareness action based on hearing, but the Storyteller may require more esoteric methods.  Some forms of invisibility, such as those that make the target ignored or otherwise mentally invisible, may not be affected by this charm.  If the target is perceived, the Solar may make the shot as though the target was clearly seen.  This use of Beyond the World is considered a mental “attack” if it is necessary to contest charms.
 +
 +
----<b><i>Solar Spike</b></i>
 +
  <b>Cost:</b> --; <b>Mins:</b> Archery 4, Essence 3
 +
  <b>Type:</b> Permanent
 +
  <b>Keywords:</b> None
 +
  <b>Duration:</b> N/A
 +
  <b>Prerequisite Charms:</b> Phantom Arrow Technique
 +
Solar energies lend themselves naturally to forceful techniques and energetic assaults.  Once this Charm is learned, the Solar learns to follow this natural energy instinctively, leaving his spiritual nature unclouded.  Any time the Solar creates his own ammunition, such as with Inexhaustible Bolts of Solar Fire or Phantom Arrow Technique, the Solar may spend an additional mote of essence and activate Essence Arrow Attack as a non-Charm Action.  If the Solar opts to do so, all Charms involved with that action are Obvious.  At Archery 5, Essence 5, this effect does not require extra motes, though the Solar must still expend the motes necessary to use Essence Arrow Attack.
 +
 +
----<b><i>Shot Without Distance Exercise</b></i>
 +
  <b>Cost:</b> 4 or 10 motes, 1 willpower; <b>Mins:</b> Archery 5, Essence 4
 +
  <b>Type:</b> Supplemental
 +
  <b>Keywords:</b> Combo-OK, Obvious
 +
  <b>Duration:</b> Instant
 +
  <b>Prerequisite Charms:</b> There Is No Wind
 +
Lawgivers’ mandate over Creation is such that they have an unusual relationship to time and space about them, giving them access to the odd not-place known as Elsewhere.  Ordinarily, a Lawgiver only uses Elsewhere to store materials for personal use later.  However, this can be used offensively given an extraordinary amount of effort and power.  The Solar concentrates the momentum of her ammunition into a burst of energy, which streaks through Elsewhere in two brilliant flashes of light—one upon exiting the Solar’s weapon, another just short of the flesh of the target.  Those who have observed it liken it to the Solar shooting a ray of explosive sunlight. 
 +
 +
The Solar’s missile must depart the weapon used to fire it and arrives at the spot targeted by the Solar, not the target necessarily, so an alert opponent still has an opportunity to dodge, but this Charm is unblockable (and lends itself to ambush attempts).  As the missile appears out of Elsewhere, it completely bypasses any and all armor, cover (including shields), and concealment.  A clever Solar may use this Charm to shoot through windows -- or walls!-- without breaking them, or perform other unusual feats.  If the ammunition used by the weapon costs more than Resources 1 per purchase, the cost of this Charm is 10 motes per attack.  Shot Without Distance Exercise will consume any non-Artifact missile, and most artifact missiles will probably be lost in Elsewhere following the attack.
 +
 +
----<b><i>Bolt of Fiery Devastation Technique</b></i>
 +
  <b>Cost:</b> 6, 10, or 24 motes, 1 willpower; <b>Mins:</b> Archery 6, Essence 6
 +
  <b>Type:</b> Simple (Speed 4, DV -1)
 +
  <b>Keywords:</b> Combo-OK, Obvious
 +
  <b>Duration:</b> Instant
 +
  <b>Prerequisite Charms:</b> Solar Spike
 +
This Charm is effectively the translated version of the Charm on page 71 of CB: D.  Its cost has been adjusted to reflect the frequency of aggravated damage charms; the higher costs are for ammunition that costs more than resources 1 and for artillery.  If the character wishes to use this on artillery, he must know Golden Artillerist Method (Lords of Creation, p 56), and this charm functions as a combination of both effects.
 +
 +
----<i><b>Beacon Bolt Maneuver</i></b>
 +
  <b>Cost:</b> 5m; <b>Mins:</b> Melee 4, Essence 3; <b>Type:</b> Supplemental
 +
  <b>Keywords:</b> Combo-OK, Obvious
 +
  <b>Duration:</b> (Archery) x5 ticks
 +
  <b>Prerequisite Charms:</b> There Is No Wind
 +
As a natural leader of armies, it is the Solar’s duty to show the way to strike the most hated of foes.  The Lawgiver can transform one of her missiles into a radiant beacon of energy that will bend the slight essence of even ordinary archery towards a target.  This works the best for the Solar herself, but can help others as well. 
 +
 +
The Solar makes an ordinary attack against the target, including damage rolls if relevant.  So long as the attack hits, even if it fails to do damage, the target is affected by a Beacon Bolt for (the Solar’s Archery) x5 ticks, the cost of the charm remains committed, but all of the Solar’s ranged attacks function as though an ordinary invocation of There Is No Wind is used for that attack, and the Solar may reflexively spend another 2 motes to use the Essence 3 effect. 
 +
 +
This takes the form of a golden glowing beacon that flares for a similar range as the 8-10 anima effect of a solar in the shape of the missile used to attack the target.  This solidifies energy bolts or transforms flamewand eruptions and similar amorphous effects into miniature spears for the duration.  The Beacon Bolt may not be removed except with a Miscellaneous Action that requires a successful Strength + Athletics roll against the Solar’s Essence; if the Bolt is removed, the charm ends and the motes are uncommitted.
 +
 +
Other archers may also take advantage of the Bolt, though they will not be as accurate as the Solar.  Shooting at the target of the Beacon Bolt removes the Solar’s Essence worth of External and Internal penalties—generally range, wind conditions, etc.—and makes the target perfectly visible anywhere in the corona of the Bolt’s flare effect, so long as they do not become invisible by other means.  In Mass Combat, this removes the limit of 3 dice from Magnitude bonuses against the target so long as the attacks are ranged.
 +
 +
Beacon Bolt Maneuver carries with it Solar essence, and as such, it has a number of special effects, similar to Essence Arrow Attack.  A Solar who buys this charm gets one special effect for free and may purchase additional special effects for 1 bonus point or 1 experience point each.
 +
 +
  <I>Brilliant Hunter’s Mark:</I> The Beacon Bolt’s persistent call to those who would aid the Solar in striking down his target.  Until the effect ends, anyone who means harm to the target can gain a general, abstract sense of direction and distance to the target via a moment’s reflexive concentration.
 +
 +
  <I>Blaze of Righteousness:</I> The Beacon Bolt carries with it the wrath of the Solars at hellish invaders.  The attack gains the Keyword Holy; the initial attack is Aggravated against creatures of Darkness and such creatures gain a –1 external penalty to all actions while the bolt remains as the pure flame of Solar fury scorches them.
 +
 +
  <I>Heavenly Mandate Manifest:</I>  The Solar charges her weapon with the full manifestation of Heavenly Law.  The Beacon Bolt gains the Order keyword and affects the Wyld-tainted (as per the Order keyword) in the same manner as Blaze of Righteousness affects creatures of Darkness
 +
 +
  <I>Shadow-Burning Arrow:</I> The Solar invests extra Essence--3 motes--in the Beacon Bolt Maneuver, and the character’s anima assaults the target.  For example, a Dawn with a fiery golden phoenix anima might have a miniature golden phoenix swoop and whirl around the target, helping to guide more attacks upon the target.  The Solar may use the Essence 3 effect of There Is No Wind upon the target for free, and all other ranged attackers gain the full effect of There Is No Wind upon the target, rather than just the Essence revocation and visibility benefit.
 +
 +
----<b><i>Thunder God Warden Stance</b></i>
 +
  <b>Cost:</b> 5m, 1wp; <b>Mins:</b> Archery 5, Essence 4; <b>Type:</b> Simple
 +
  <b>Keywords:</b> Combo-OK, Obvious, Defensively-Minded
 +
  <b>Duration:</b> One Scene
 +
  <b>Prerequisite Charms:</b> Scorning the Unrighteous
 +
The archers serving the God of Thunder—as well as that deity himself—were among the finest trainers of Solars before the Primordial War.  These virtuous warriors were a part of the Bureau of Seasons’ crack defense team that worked with the Unconquered Sun directly and were eager to aid him in casting down the hated Primordials.  In addition to teaching them basic techniques, some favored students were taught advanced methodologies, including the Thunder God’s own Warden Stance, which the Exalted took to as their own.  As a defender who could not afford to give ground, the God of Thunder learned to fight with both style and conservation of motion, granting no vulnerabilities to attack, and the Solars who learned under that God and his wardens excelled at this defensively-minded tactic.
 +
 +
For the rest of the scene, the DV penalty of all actions the Solar takes is reduced by one, to a minimum of zero.  The Solar also opens himself to the blessings of the Thunder God.  He may opt to wreath his missiles in golden ball lightning; when they strike their target, unleash a terrible burst of thunder, knocking them back.  The target must make the normal roll to avoid knockback, even if knockback is not normally a part of the game.  If it fails, the attack causes one yard of knockback for every point of raw damage.
  
  
Line 626: Line 732:
 
::: Modified them a bit to make awareness more explicit.  The prereqs are low because making a Dipping Swallow style one would tread on DB territory pretty heavily; I decided to just skip that and hit the next level up.  The trade offs should be roughly-- must have bow and ammunition (where SSE requires nothing but awareness), only applicable vs. ranged attacks-- but cheaper overall and it can defend for others.  It's what I call a "normal" or "stage 1" perfect- only works against applicable attacks, no immaterial blocking, etc.  So it's slightly cheaper and easier to get than SSE, which has a broader range of applicability with the same basic capabilities -- IsawaBrian <i>who was worried about the defend for others as a DB schtick, but realized it'd be pretty dumb to have a perfect countershot that</i> couldn't<i> smack down other arrows than those at the intended.</i>
 
::: Modified them a bit to make awareness more explicit.  The prereqs are low because making a Dipping Swallow style one would tread on DB territory pretty heavily; I decided to just skip that and hit the next level up.  The trade offs should be roughly-- must have bow and ammunition (where SSE requires nothing but awareness), only applicable vs. ranged attacks-- but cheaper overall and it can defend for others.  It's what I call a "normal" or "stage 1" perfect- only works against applicable attacks, no immaterial blocking, etc.  So it's slightly cheaper and easier to get than SSE, which has a broader range of applicability with the same basic capabilities -- IsawaBrian <i>who was worried about the defend for others as a DB schtick, but realized it'd be pretty dumb to have a perfect countershot that</i> couldn't<i> smack down other arrows than those at the intended.</i>
  
A lot of the conversions are preliminary, since many of these are based on concepts that have not yet been fully introduced into the game.
+
A lot of the conversions are preliminary, since many of these are based on concepts that have not yet been fully introduced into the game.--IsawaBrian
 +
 
 +
Some of those concepts have still not been introduced; others have been introduced in a manner that caused me to rethink them.  A few actual conversions of 1E charms; I hope that official ones will come with Scroll of Heroes, but I'm not sure.  I've also gone through old Charm names, like Wise Arrow, that got superceded or collapsed into single Charms and made them into new effects.  One of these days I need to make a Charm tree for this mess.  Though it'll be more of a Charm mangrove for most of the big ones.--IsawaBrian

Revision as of 03:17, 25 February 2009


Unrepentant Rebuke</b>
 <b>Cost: 5 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: Wise Arrow

The Solar Archer is a master of the battlefield. Anyone who dares to contest control of ranged warfare with him will get the stinging rebuke that they deserve. The Exalt fires a single arrow into the air in response to a blockable ranged attack with a physical, solid component. The selected attack is perfectly blocked. The attack must target someone within range of the Solar's weapon The Solar must be aware of the attack in order to block it.

In Second Edition, this Charm costs 4 motes, has minimums Archery 4, Essence 2, is a Step 2 Reflexive, is Combo-OK and Obvious, and has a prerequisite of Any Archery Excellency. It is a perfect defense against any ranged attack, and is applicable against unblockable ranged attacks. Like all perfect defenses, it must have one of the Four Flaws of Invulnerability common to all Solar perfect defenses.


Scorning the Unrighteous</b>
 <b>Cost: 5 motes
 Duration: One Scene
 Type: Reflexive
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: Unrepentant Rebuke

The Exalt extends her perceptions via Essence to command a full view of the battlefield within range of her bow. Any attempt to make a ranged attack (which must have a physical, solid component) within range of the Solar gives her an opportunity to reflexively "attack" the incoming attack with her full Dexterity + Archery pool (no accuracy bonus). This counts as a regular parry, and the Solar must be aware of the attack.

In Second Edition, this Charm is a Step 2 Reflexive, Combo-OK, has a Minimum Archery of 5, and permits (for the cost of one arrow per attack) the character to use her (Dexterity + Archery)/2 as her DV against ranged attacks for a scene. Such attacks must be blockable.


Haughty Master's Retort</b>
 <b>Cost: 3 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Unrepentant Rebuke

The Solar makes a countershot defense, but his arrow is transformed by Essence into a bolt of energy capable of deflecting even the mightiest or most skilled attacks. The countershot can block any ranged attack that he is aware of, even those otherwise unblockable, such as immaterial attacks, inapplicable attacks, and so on.

In 2nd edition, this Charm is quite different.

 Cost: 5 motes; Mins: Archery 5, Essence 4; Type: Reflexive (Step 2)
 Duration: Until Next Action
 Keywords: Combo-OK
 Prerequisite Charms: Scorning the Unrighteous

The scorn of a Lawgiver for those who would dare seek to strike him down at a distance is never-ending, and such pitiful attempts shall not distract him from the vengeance he casts upon his foes. This Charm may only be used if the Solar has some form of ranged defense based on Archery. Until the character’s next action, he may ignore all penalties to that ranged defense. This does not change inapplicability.


Heavenly Rebuke</b>
 <b>Cost: 10 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Haughty Master's Retort, Scorning the Unrighteous

Upon invoking Heavenly Rebuke, the Solar's anima (sometimes invisibly, sometimes quite visibly) stretches out over the battlefield, giving her perfect responses. Until the end of the scene, the Exalt may make a perfect countershot defense against any ranged attack within her bow's range. Her only limitations are her ammunition supply and the physical, blockable nature of the attacks; she may not countershot liquid attacks like acid or immaterial effects. The Solar must also be aware of the incoming attacks.

In 2nd edition, this Charm is quite different.

 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Unrepentant Rebuke

This Charm expands the character's capabilities for defense considerably. She may now prepare up to a single invocation of Unrepentant Rebuke ahead of time, for the normal 4 motes. Activating this Charm does not count as a Charm use, though preparing it does, and the motes remain committed. If the Solar has Essence 6 or Higher, she may prpare up to her Archery score in invocations of the Unrepentant Rebuke in advance, and the cost to activate that Charm is reduced to three motes.


Lightning Strike</b>
 <b>Cost: 1 mote
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms:  Dazzling Flare Attack

The Exalted's arrows become an extension of his very being. They seek through the air for his foes, attacking with the strength of the Solar's Spirit. If the attack is successful, the player counts attack successes twice for extra damage dice. This Charm must be activated prior to attacking.

In Second Edition, this Charm requires Essence Arrow Attack, Essence 2, and is Combo-OK.


Thunderbolt Shot</b>
 <b>Cost: 1 mote per automatic success
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: Lightning Strikes

The Solar charges her ammunition with burning solar energy, causing it to explode upon impact. This explosion is not large enough to affect more than the target, but it does cause immense secondary damage. For every one mote spent on this charm (prior to the attack roll), one damage die is converted into an automatic success. The Exalted may not spend more Essence on this charm than she has dots of Strength.

In Second Edition, this Charm is Combo-Ok, and adds post-soak damage dice rather than convert to automatic successes. Cost is 1 mote per die.


Piercing the Barricade</b>
 <b>Cost: 2 motes, 1 Willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: Accuracy Without Distance, Thunderbolt Shot

A Solar utilizing Piercing the Barricade transforms his ammunition into incredible bolts of destruction. His shots are unaffected by mere trifles such as armor or hardy skin.

The player rolls to attack as normal, and defense is similarly rolled As long as the character strikes his opponent, he will do at least his weapon’s base Strength + Damage Rating damage, regardless of his opponent’s soak. Hardness, Charms and other effects that reduce but do not negate damage, and other non-perfect effects will not change the damage in any way, including effects that reduce the amount of damage done after it is rolled. This has no effect on healing. Perfect defenses, such as Adamant Skin Technique, will completely block this effect.

In Second Edition, this Charm makes it so that the character's attack ignores Hardness, and has a Minimum Damage equal to the weapon's base damage + the character's Strength. It is Combo-OK,Obvious, and requires a minimum Essence of 4.


Sunlit Arrows Prana</b>
 <b>Cost: 7 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms: Thunderbolt Shot

The Exalted infuses her arrows with the raw power of the Sun himself. They blaze across the battlefield, consuming themselves in flight. Only artifact ammunition may survive this treatment. Until the end of the scene, add the character's Essence to the damage done by all archery attacks.

In Second Edition, this charm is Obvious.


Sol Invictus Aim</b>
 <b>Cost: 8 motes, 1 Willpower
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 5
 Minimum Essence: 5
 Prerequisite Charms: Accuracy Without Distance, Shot Without Distance Exercise

The Solar takes on the aspect of the mighty Sol Invictus. Like the Righteous Warrior of the Heavens, his shots cannot miss their targets. His arrows become surrounded by a brilliant corona of Essence, blinding most opponents and penetrating past the best defenses. This is a perfect attack, and cannot be dodged or blocked. No penalties are applied to this roll; only a perfect defense can stop it in any way. The character should still roll to attack with a number of automatic successes equal to the character’s permanent Essence. All successes rolled here, plus the character’s Archery score, are added to the character’s raw damage, which may be bashing or lethal as the character prefers. The opponent soaks as normal, and damage is rolled as normal.

In Second Edition, the Prerequisite Charms become Accuracy Without Distance and Archery Essence Flow. This Charm is Obvious and Combo-OK. The 'Perfect Attack' title no longer applies in Ex2.0; instead, no DV is ever applicable nor can be made applicable, except for Perfect Defenses. The bonus successes to the attack and bonus dice to damage still apply, as does the bashing/lethal choice.


Sol Invictus Wrath</b>
 <b>Cost: 16 motes, 2 Willpower
 Duration: Instant
 Type: Simple
 Minimum Archery: 7
 Minimum Essence: 7
 Prerequisite Charms: Sol Invictus Aim, Bolt of Fiery Devastation, Piercing the Barricade

The anger of the Unconquered Sun is a terrible thing. Nothing can withstand it; perhaps some few can avoid it for a time, but the unrighteous will always fall before the unrestrained power of Sol Invictus with time. The Solar using Sol Invictus Wrath channels some of this transcendent energy of destruction through her weapon, sending out a deadly wave of furious power. The player rolls to hit as normal; as long as the attack succeeds, the opponent is utterly destroyed. No soak or damage reduction can help her opponent as raw Solar essence bursts forth from the character’s shot. Only a perfect damage-negation effect such as Adamant Skin Technique will prevent this horrible fate. The visual effects of this Charm, both on the attack and on its target are virtually impossible to conceal. Most enemies simply explode; some actually disintegrate.

Only the character and bows and similar weapons made of the Five Magical Materials can withstand using such an overwhelming attack; lesser weapons are destroyed upon making the attack, regardless of whether or not they are successful, although the ammunition will still inflict the full power of the Charm if the attack is successful. Ammunition, even ammunition made from the Five Magical Materials, will typically be destroyed by this attack, unless their Script Immunity rating is a 4 or higher. If this attack is parried by a lesser weapon, it will be destroyed, but the attack is still destroyed. As long as a character is capable of blocking the attack, whether by Charm or by stunt, he may safely make an unarmed parry against this attack, but any concerned stunts should reflect the overwhelming power of this attack.

In Second Edition, this Charm is Obvious and Combo-OK. If Bolt of Fiery Devastation is not converted, simply remove it from it from the prerequisite list.


Battlemaster Bow</b>
 <b>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: None
 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.


Blazing Countershot</b>
 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: None

The Exalted attunes herself to the flow and pulse of battle. When an attack is made upon her, the Solar may respond instantly with an assault of her own, making a counterattack at her full Dexterity + Archery pool against any ranged attack. The attack is made after the opponent's attack but before damage is determined. This is a counterattack, and thus does not count as an action, but similarly may not be used in response to any counterattack Charm.

In Second Edition, this Charm is Combo-OK, Counterattack, and a Step 9 Reflexive.


Eye of the Storm Meditation</b>
 <b>Cost: 5 motes
 Duration: One Turn
 Type: Reflexive
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: Blazing Counterattack

The Solar becomes as the eye of the raging storm. No matter what disturbances may press from without, those who dare to trespass in his domain will be punished. Until the character's next action, the Solar may respond to any incoming ranged attack with a counterattack at his full Dexterity + Archery pool. All such actions count as counterattacks; they do not count as actions but may not be used in response to Counterattack Charms. These attacks take place after the opponent has rolled to hit but before damage is dealt.

In Second Edition, this Charm I Combo-Basic, Obvious, and Reflexive (Step 9). It does not have any requirements on DV used, but may only be used against ranged attacks.


Tornado Vengeance Stance</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: One scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Eye of the Storm Meditation

After activating this Charm, the Exalted becomes absolutely deadly to any foes who would dare to assault her. Any attack-- ranged or hand to hand-- will instantly invoke retribution. Until the end of the scene, after any attack is rolled but before damage is determined, the character may make an instant counterattack, as per Eye of the Storm Meditation.

In Second Edition, this Combo is Obvious, Combo-OK, and the counter-attacks made are Reflexive (Step 9) actions that do not lower DV and do not count as a Charm use.


Sage Targeting</b>
 <b>Cost: 3 motes per success
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 1
 Minimum Essence: 1
 Prerequisite Charms: Wise Arrow

Patience and understanding are the watch-words of the careful archer. Knowing the precise moment of harmony for a strike can be more effective than the most powerful attack. To use this Charm, the player firsts makes a regular Dexterity + Archery attack. Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Archery roll. Each success bought in this fashion costs 3 motes of Essence. While this will allow the character to buy up to Essence successes on a roll that garners no net successes, it cannot create an action by itself. This Charm may not be used to gain an attack, merely to supplement existing ones.

In 2nd edition, this Charm is quite different.

 Cost: 7 motes per “Effect Level”, 1 willpower; Mins: Archery 5, Essence 5; Type:Reflexive
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Any Archery Excellency, Unrepentant Rebuke

<I>Note: For the purposes of this Charm, 'effect level' either refers to the Circle "number" for a Sorcery spell or the minimum Essence necessary to perform an action; this does not include the Charms necessary for Sorcery, which is a delicate process and thus easier to disrupt.

Solars are the undisputed masters of Sorcery, and other beings can only hope to equal that scope in opposing methodologies such as Necromancy or Protocols. A well-attuned Solar can spot the formation of complex Essence forms and snap off an attack—manifesting a bolt of pure essence from their weapon—that swiftly disrupts the essence matrix of the target effect.

Effectively, Sage Targeting is a reflexive Charm that permits the Solar to use the piercing nature of Archery to disrupt long-term essence accumulation. This works on any Essence-based effect that takes more than a single action to perform, such as Sorcery. This does not apply to effects that have extended durations that are already activated, only effects that are being activated.

The Exalt must be within his weapon’s Range of the target. The character makes a Dexterity + Archery + weapon Accuracy against a difficulty equal to the Essence of the target plus the effect level of whatever extended Essence based action the target is making. This costs 1 Willpower plus 7 motes per effect level. If the roll is successful, the casting is disrupted.


Master Archer Method</b>
 <b>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.


Abrupt Arrow</b>
 <b>Cost: 1 mote + 1 mote per additional +1 to initiative
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 1
 Minimum Essence: 1
 Prerequisite Charms: None

Sometimes, neither wisdom nor power is the way to win a battle. Sometimes, 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.

In 2nd edition, this Charm is quite different.

 Cost: --; Mins: Archery 5, Essence 5; Type: Permanent
 Keywords: None
 Prerequisite Charms: Flashing Vengeance Draw, Darting Raptor Speed

<I>Sometimes, neither wisdom nor power is the way to win a battle. Sometimes, 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 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. 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.


Falconborn</b>
 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: 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.

In second edition, this Charm functions dramatically differently:

 Cost:1m; Mins: Archery 3, Essence 2; Type: Simple (Speed 3, DV -0)
 Keywords: Combo-OK
 Duration: Instant
 Prerequisite Charms: Any Archery Excellency, Flashing Vengeance Draw

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.


Darting Raptor Speed</b>
 <b>Cost: 3 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 3
 Minimum Essence: 2
 Prerequisite Charms: Falconborn

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.

In Second edition, this Charm is quite different.

 Cost: 1m per action; Mins: Archery 3, Essence 2; Type: Reflexive
 Keywords: Combo-OK
 Prerequisite Charms: Flashing Vengeance Draw

The Solar's hands and bow move as one in a constant outpouring of speed. Reduce the Speed of a number of Archery Actions equal to the motes spent (maximum of [Archery] actions) by 1 each.


Sun-Blessed Reflexes Prana</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: 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.

In Second Edition, this Charm is substantially different:

 Cost:8m, 1 wp; Mins: Archery 5, Essence 4; Type: Simple (Speed 5)
 Keywords: Combo-Basic
 Duration: One scene
 Prerequisite Charms: Darting Raptor Speed, Arrow Storm Technique

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.


One with the Bow</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Archery: 3
 Minimum Essence: 1
 Prerequisite Charms: 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.

In Second Edition, this Charm is dramatically different.

 Cost:--; Mins: Archery 5, Essence 2; Type: Permanent
 Keywords: None
 Duration: N/A
 Prerequisite Charms: Falconborn

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.


Unbound Solar Swiftness</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Archery: 4
 Minimum Essence: 3
 Prerequisite Charms: 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 weapon. As long as her first action is an Archery action, the Solar gains a bonus to her initiative equal to her Archery score. Automatic initiative charms are no longer applicable to the Exalt.

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.


Sky-Burning Strikes</b>
 <b>Cost: 5 motes
 Duration: Instant
 Type: Supplemental
 Minimum Archery: 3
 Minimum Essence: 3
 Prerequisite Charms: Phantom Arrow Technique

Similar to Rain of Feathered Death, this Charm creates Essence-born duplicates of the Solar's arrow. Unlike Rain of Feathered Death, these phantom arrows have less permanence-- but there are many, many more of them. Dozens to hundreds of burning golden copies fly from the Exalt's bow, covering an area. Double the character's Archery pool for the attack; this attack may only be blocked, not dodged. While this attack typically only affects a single individual, it can be used for other purposes- lighting massive fires, creating sunlight at night for a turn, and so on. The arrow-copies disappear on impact. This Charm will provide arrows if the character has none.

In Second Edition, this Charm is Combo-OK and Obvious. Instead of the above effects, it doubles the Solar's successes on the attack roll before comparing it to defense, in step 3 of attack resolution, and makes the target's Dodge DV inapplicable.



Two Shots as One</b>
 <b>Cost: 2 motes
 Duration: Instant
 Type: Extra Action
 Minimum Archery: 2
 Minimum Essence: 1
 Prerequisite Charms: Wise Arrow

The character nocks two arrows to her bow at once and fires them at a single opponent, trusting to Essence to harmonize the attacks. The attacks occur simultaneously, but each is rolled separately, although any defenses are applied to both attacks equally.

In Second Edition, this Charm is dramatically different.

 Cost:1m; Mins: Archery 2, Essence 1; Type: Reflexive (Step 1)
 Keywords: Combo-OK
 Duration: One Action
 Prerequisite Charms: Any Archery Excellency

The character's hand moves so swiftly across her bowstring as to virtually fire two shots as one. Add one to the Rate and one to the Accuracy of her weapon until her next action.


Steel Barrage</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: Instant
 Type: Extra Action
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: Two Shots as One, Trance of Unhesitating Speed

Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows. The Solar may attack this turn a number of times equal to his Dexterity, but may not split his dice pool. Defensive Charms are therefore recommended for Combos with this Charm.

In Second Edition, this Charm is slightly different.

 Cost:5m or 10m, 1 wp; Mins: Archery 5, Essence 2; Type: Extra Action
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Two Shots as One, Trance of Unhesitating Speed

Essence infuses the Solar and his bow, causing his eyes to radiate pure energy and sparks to trail behind his arrows. This Charm creates a magical flurry, allowing the Exalt to make up to a total number of attacks equal to (his Dexterity +1), regardless of Rate, without multiple action penalties, and with a DV enalty equal to the highest penalty for any one attack. This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 10m, 1 wp.


Hawk-Against-the-Storm Meditation</b>
 <b>Cost: 10 motes, 1 Willpower
 Duration: One Scene
 Type: Extra Action
 Minimum Archery: 5
 Minimum Essence: 4
 Prerequisite Charms: Steel Barrage, Arrow Storm Technique

The Solar charges herself with Essence. Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay. Until the end of the scene, the Solar gains a number of extra archery attacks each round equal to her permanent Essence. These actions may not be further divided by splitting her dice pool. The character cannot use Extra Action charms or effects to gain any further actions, although persistent and reflexive defenses are always permitted.

In Second Edition, this Charm is slightly different.

 Cost:10m or 20m, 1 wp; Mins: Archery 5, Essence 4; Type: Extra Action
 Keywords: Obvious, Combo-Basic
 Duration: One Scene
 Prerequisite Charms: Steel Barrage, Arrow Storm Technique

The Solar charges herself with Essence. Speed and stamina fill the Exalted, and her bow does not cease until she runs out of ammunition or foes to slay. Until the end of the scene, the Solar may make a magical flurry on each action tick consisting of up to (her permanent Essence +1). Any attacks or similar actions in the flurry must use Archery actions. Each flurry is made regardless of the weapon's Rate, without multiple action penalty, and with a DV penalty equal to the highest penalty for any one attack per Flurry, refreshing as normal. This Charm is somewhat difficult to use with firewands or other slow weapons; if the weapon used has a Rate of less than 1, the cost is 20m, 1 wp. No further Extra Action Charms or effects can be used to gain further actions.



Two Moments as One</b>
 <b>Cost: 6 motes, 1 Willpower
 Duration: One Scene
 Type: Extra Action
 Minimum Archery: 5
 Minimum Essence: 5
 Prerequisite Charms: Hawk-Against-the-Storm Meditation

At higher levels of Essence, Exalted Archers learn to transcend the basic limitations of speed and essence. In some ways, Two Moments as One may be considered a step back for an Exalt used to the furious speed of Hawk-Against-the-Storm Meditation; it slows the Solar down to a pair of bisected moments, living both as one. However, the mastery of Charm-use that comes with this transformation can far exceed the potential and capability of even a master archer of lesser Essence.

The character becomes capable of taking a Fully Independent Archery Action in addition to his base action. This functions like a regular Fully Independent Action (see Charcoal March of Spiders Form, E:tS p.187; Two Moments as One and similar Fully Independent Archery Actions do not suffer any problems with Mental or Social Actions), with one exception: Fully Independent Archery Actions must be used for Archery Actions or left unused. They can be used for Archery Charms, attacks, parries, dice pool splits, etc. The character may also talk and take other reflexive non-Archery actions, including Reflexive Charms from other Abilities, if he so much as nocks his bow during the Fully Independent Archery Action. None of these restrictions affect his base action. Remember that neither his base action nor any Fully Independent Archery Action can be used with other Extra Action Charms, although it is always permissible to split the die pool.

In Second Edition, this Charm is Obvious and Simple.


Trance of Unstoppable Speed</b>
 <b>Cost: 4 motes, 1 Willpower, plus 4 motes per Fully Independent Archery Action
 Duration: One Scene
 Type: Extra Action
 Minimum Archery: 6
 Minimum Essence: 6
 Prerequisite Charms: Two Moments as One

Developing out of Two Moments as One, the Elder Solar uses the raw power of her Essence, combined with her mastery of the way of the bow, to slip loose from the limitations of the world and become a harbinger of death on the field of battle. When using this Charm, the character may purchase a number of Fully Independent Actions equal to her Archery dots. Half of these Fully Independent Actions must be Fully Independent Archery Actions, rounding up-- so a Solar with Essence 7 who uses this Charm may purchase at most 3 Fully Independent Actions, so long as the last three to four purchased actions are dedicated to Archery use. The usual restrictions for Fully Independent Archery and normal Fully Independent Actions apply.

In Second Edition, this Charm is Obvious and Simple.

Action flurries permit the character to make more than one complete action per tick. Except for the fact that only one tick actually passes and no further Extra Action Charms may be used, these actions are completely like normal actions-- a Charm or Combo can be activated on each one. Furthermore, each action in the action flurry has its own DV, which means that the character can use one action as a Guard action, for example, and retain full DV against all incoming attacks. Penalties coming from a source other than the character's actions -- ie, charm-inflicted, wound penalties, and so on, will generally affect all of the action flurry, however. The character's Speed for the entire action flurry is considered to be the highest Speed of any action.


Orichalcum Barrage</b>
 <b>Cost: 16 motes, 2 Willpower
 Duration: One Scene
 Type: Extra Action
 Minimum Archery: 7
 Minimum Essence: 7
 Prerequisite Charms: Trance of Unstoppable Speed

This Charm is one of the most powerful in a Solar Archer's repertoire. His body is infused with a terrible golden radiance, and his speed is such that he will seem to be everywhere and nowhere at once upon the battlefield. Lesser beings, even in legions, have no chance against the Solar. Until the end of the scene, the Exalt gains a number of Fully Independent Actions equal to his Archery. Only one must be a Fully Independent Archery Action.

In Second Edition, this Charm is Obvious and Simple


Solar Burst</b>
 <b>Cost: 10 motes, 2 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 2 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 Obvious and Combo-OK. Instead of Solar Spike, it requires Phantom Arrow Technique


Wrathful Master Devastation</b>
 <b>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. 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 Obvious, Combo-OK, and War.


Sun Steps Upon the Earth</b>
 <b>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. 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 Obvious, Combo-OK, and War. In fact, this Charm might be keyworded to affect matters at a Mandate of Heaven scale.


One Last Defense</b>
 <b>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.


Solar Radiance Tip</b>
 <b>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 is superceded by Essence Arrow Attack (Dazzling Flare)


Blaze of Righteousness</b>
 <b>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 (see below)


Gentle Warrior's Anger</b>
 <b>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 and Speed 5.


Orderborn Shot</b>
 <b>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</b>
 <b>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 has been reimagined as a special effect of Beacon Bolt Maneuver (see below)


Shadow-Burning Arrow</b>
 <b>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</b>
 <b>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</b>
 <b>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.


Transcendent Archery Prowess</b>
 <b>Cost: None
 Duration: Permanent
 Type: Special
 Minimum Archery: 5
 Minimum Essence: 3
 Prerequisite Charms: There Is No Wind

The Solar internalizes the very essence of Archery. To her, all contests with the bow become the same; merely applications of skill and the connection between soul and target. Subtract 2 from the difficulty of all Archery rolls (minimum difficulty 1). This reduction will affect ordinarily inapplicable weapons like siege weaponry. This idea was based off Neph's suggestion.

In Second Edition, this Charm reduces all archery penalties, internal or external by 2, minimum 0. This specifically does not include an opponent's Defense Value. Its Prerequisite Charms are all three Archery Excellencies, Infinite Archery Mastery, and Archery Flow.


Siege Master Concentration</b>
 <b>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 unchanged in Second Edition.


Mind-and-Body Harmony Discipline</b>
 <b>Cost: 8 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 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 has a Speed of 5, is Combo-Basic, and Obvious.


Beyond the World</b>
 <b>Cost: 5 motes, 1 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 4
 Minimum Essence: 2
 Prerequisite Charms: There Is No Wind

The Solar harmonizes himself with his bow and his soul and his arrows. All act as one, disdaining the crude limitations of the world for Solar excellence. Until the end of the scene, reduce his difficulties and penalties for Archery actions by his permanent Essence, to a minimum difficulty of 1 and a minimum penalty of 0.

In Second Edition, this Charm instead reduces both Internal and External Penalties by the character's permanent Essence. This specifically does not include an opponent's Defense Value. It has a Speed of 5.


There Is No Miss</b>
 <b>Cost: 3 motes, 1 Willpower
 Duration: Instant
 Type: Reflexive
 Minimum Archery: 5
 Minimum Essence: 2
 Prerequisite Charms: There Is No Wind

Sometimes, even the best Solar Archer may have a foe whose has the luck or skill necessary to evade her arrows-- once. By wresting control of her arrow in flight, however, the Exalt may force such an opponent to face death repeatedly. This Charm may be activated after any Archery attack that gained at least 1 success but did not hit the target. Every round for a number of rounds equal to the Exalt's permanent Essence, apply that same attack and attack successes again as the arrow turns in flight to strike again at the foe. These attacks cease if the target is hit, but destroying the arrow will simply create a bolt of energy to continue the assault. The Solar need not reactivate any relevant Charms, although only those Charms that were activated prior to the miss will take effect.

In Second Edition, this Charm is Obvious, Combo-OK, and a Step 6 Reflexive. It is activated after the Defender's final reroll.


Eyes of Heaven</b>
 <b>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.


Superior Bow Style</b>
 <b>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.


Relentless Burning Beams</b>
 <b>Cost: 16 Motes, 3 Willpower
 Duration: One Scene
 Type: Simple
 Minimum Archery: 7
 Minimum Essence: 7
 Prerequisite Charms: Bolt of Fiery Devastation, Inexhaustible Bolts of Solar Fire

Like Dawn devotees of Spirit-Burning Solar Aura, masters of the Relentless Burning Beams were masters of the spirit-carving strikes to kill their opponent with ruthless style. Every time the Solar passes his hands over his bow, he may draw forth a shaft of pure devastating Essence, made sharp and terrible by his skill. These bolts are fired as normal broadhead arrows, save that they have a damage bonus equal to the Solar's permanent Essence and all damage is aggravated. They are not subject to range or wind penalties, though poor visibility still has an effect. Their range is either the normal range for the weapon being fired or the Solar's Essence x 100 yards, whichever is greater.

In Second Edition, this Charm is Combo-OK and Obvious. Its costs are reduced to 12 motes, 2 willpower. Its requirements are unchanged unless Bolt of Fiery Devastation is not converted. In that case, it requires Rain of Feathered Death instead.

Second Edition


Sun's Rising Wrath</b>
 <b>Cost: --; Mins: Archery 5, Essence 4; Type:Permanent
 Keywords: None
 Duration: N/A
 Prerequisite Charms: Steel Barrage

Energized with righteous fury, the Solar's weapon takes on an aspect of the Sun itself, casting forth against her opponents with the speed of light itself. Increase the maximum number of attacks received from any Extra-Action type Charm with a Duration of Instant by two. For large scale multiattacks like Arrow Storm Technique, add two to the multiplier. For example, in Arrow Storm Technique, the character may make Essence x 5 shots.


Wise Arrow</b>
 <b>Cost: --; Mins: Archery 5, Essence 4; Type:Permanent
 Keywords: None
 Duration: N/A
 Prerequisite Charms: Trance of Unhesitating Speed, Phantom Arrow Technique

Although a profligacy of resources is the natural due of a Lawgiver, neither mundane accoutrements nor essence are infinite resources. Should a cunning Solar need to harbor his reserves, he may develop the ability to pierce through opponents or, in the event that he cannot so pierce them, ricochet shots off more hardy targets. Any extra action charms that the Solar uses consumes no more than a single use of ammunition.

This does not reduce a requirement to apply charms that have effects other than generation of ammunition, so a Solar using Trance of Unhesitating Speed to make 4 shots with Phantom Arrow Technique would only use 1 mote, but Rain of Feathered Death would have cost 16 motes (in addition to requiring that it be part of a combo). Purchasing this charm permanently reduces the total cost of ammunition-supplying Charms such as Inexhaustible Bolts of Solar Fire by 2 motes (minimum 1 mote). The Storyteller is the final arbiter of whether or not a Charm is affected by this discount; for example, Rain of Feathered Death should probably not qualify.


Sight Without Eyes</b>
 <b>Cost: --; Mins: Archery 5, Essence 3
 Type: Permanent
 Keywords: None
 Duration: N/A
 Prerequisite Charms: Beyond the World

Although a Solar who becomes lofty Beyond the World may reduce the interference of the crude mechanisms of Creation in her pursuit of the unrighteous, there are always some few cowards who will attempt to evade the Lawgiver’s heavenly punishments. By learning to take her Sight Without Eyes, even these renegades may be brought low. When activating Beyond the World, the Solar may spend an additional three motes to gain two secondary effects. First, any bonuses to the target’s DV based on sensory distortion may be reduced as with any penalty by Beyond the World (though this may not become a reduction to DV from other sources).

Secondly, even if the Lawgiver cannot see her opponent, she may still attempt to shoot if she can perceive the opponent in some way. Typically, this is a reflexive Perception + Awareness action based on hearing, but the Storyteller may require more esoteric methods. Some forms of invisibility, such as those that make the target ignored or otherwise mentally invisible, may not be affected by this charm. If the target is perceived, the Solar may make the shot as though the target was clearly seen. This use of Beyond the World is considered a mental “attack” if it is necessary to contest charms.


Solar Spike</b>
 <b>Cost: --; Mins: Archery 4, Essence 3
 Type: Permanent
 Keywords: None
 Duration: N/A
 Prerequisite Charms: Phantom Arrow Technique

Solar energies lend themselves naturally to forceful techniques and energetic assaults. Once this Charm is learned, the Solar learns to follow this natural energy instinctively, leaving his spiritual nature unclouded. Any time the Solar creates his own ammunition, such as with Inexhaustible Bolts of Solar Fire or Phantom Arrow Technique, the Solar may spend an additional mote of essence and activate Essence Arrow Attack as a non-Charm Action. If the Solar opts to do so, all Charms involved with that action are Obvious. At Archery 5, Essence 5, this effect does not require extra motes, though the Solar must still expend the motes necessary to use Essence Arrow Attack.


Shot Without Distance Exercise</b>
 <b>Cost: 4 or 10 motes, 1 willpower; Mins: Archery 5, Essence 4
 Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: There Is No Wind

Lawgivers’ mandate over Creation is such that they have an unusual relationship to time and space about them, giving them access to the odd not-place known as Elsewhere. Ordinarily, a Lawgiver only uses Elsewhere to store materials for personal use later. However, this can be used offensively given an extraordinary amount of effort and power. The Solar concentrates the momentum of her ammunition into a burst of energy, which streaks through Elsewhere in two brilliant flashes of light—one upon exiting the Solar’s weapon, another just short of the flesh of the target. Those who have observed it liken it to the Solar shooting a ray of explosive sunlight.

The Solar’s missile must depart the weapon used to fire it and arrives at the spot targeted by the Solar, not the target necessarily, so an alert opponent still has an opportunity to dodge, but this Charm is unblockable (and lends itself to ambush attempts). As the missile appears out of Elsewhere, it completely bypasses any and all armor, cover (including shields), and concealment. A clever Solar may use this Charm to shoot through windows -- or walls!-- without breaking them, or perform other unusual feats. If the ammunition used by the weapon costs more than Resources 1 per purchase, the cost of this Charm is 10 motes per attack. Shot Without Distance Exercise will consume any non-Artifact missile, and most artifact missiles will probably be lost in Elsewhere following the attack.


Bolt of Fiery Devastation Technique</b>
 <b>Cost: 6, 10, or 24 motes, 1 willpower; Mins: Archery 6, Essence 6
 Type: Simple (Speed 4, DV -1)
 Keywords: Combo-OK, Obvious
 Duration: Instant
 Prerequisite Charms: Solar Spike

This Charm is effectively the translated version of the Charm on page 71 of CB: D. Its cost has been adjusted to reflect the frequency of aggravated damage charms; the higher costs are for ammunition that costs more than resources 1 and for artillery. If the character wishes to use this on artillery, he must know Golden Artillerist Method (Lords of Creation, p 56), and this charm functions as a combination of both effects.


Beacon Bolt Maneuver</i>
 Cost: 5m; Mins: Melee 4, Essence 3; Type: Supplemental
 Keywords: Combo-OK, Obvious
 Duration: (Archery) x5 ticks
 Prerequisite Charms: There Is No Wind

As a natural leader of armies, it is the Solar’s duty to show the way to strike the most hated of foes. The Lawgiver can transform one of her missiles into a radiant beacon of energy that will bend the slight essence of even ordinary archery towards a target. This works the best for the Solar herself, but can help others as well.

The Solar makes an ordinary attack against the target, including damage rolls if relevant. So long as the attack hits, even if it fails to do damage, the target is affected by a Beacon Bolt for (the Solar’s Archery) x5 ticks, the cost of the charm remains committed, but all of the Solar’s ranged attacks function as though an ordinary invocation of There Is No Wind is used for that attack, and the Solar may reflexively spend another 2 motes to use the Essence 3 effect.

This takes the form of a golden glowing beacon that flares for a similar range as the 8-10 anima effect of a solar in the shape of the missile used to attack the target. This solidifies energy bolts or transforms flamewand eruptions and similar amorphous effects into miniature spears for the duration. The Beacon Bolt may not be removed except with a Miscellaneous Action that requires a successful Strength + Athletics roll against the Solar’s Essence; if the Bolt is removed, the charm ends and the motes are uncommitted.

Other archers may also take advantage of the Bolt, though they will not be as accurate as the Solar. Shooting at the target of the Beacon Bolt removes the Solar’s Essence worth of External and Internal penalties—generally range, wind conditions, etc.—and makes the target perfectly visible anywhere in the corona of the Bolt’s flare effect, so long as they do not become invisible by other means. In Mass Combat, this removes the limit of 3 dice from Magnitude bonuses against the target so long as the attacks are ranged.

Beacon Bolt Maneuver carries with it Solar essence, and as such, it has a number of special effects, similar to Essence Arrow Attack. A Solar who buys this charm gets one special effect for free and may purchase additional special effects for 1 bonus point or 1 experience point each.

 <I>Brilliant Hunter’s Mark: The Beacon Bolt’s persistent call to those who would aid the Solar in striking down his target.  Until the effect ends, anyone who means harm to the target can gain a general, abstract sense of direction and distance to the target via a moment’s reflexive concentration.
 Blaze of Righteousness: The Beacon Bolt carries with it the wrath of the Solars at hellish invaders.  The attack gains the Keyword Holy; the initial attack is Aggravated against creatures of Darkness and such creatures gain a –1 external penalty to all actions while the bolt remains as the pure flame of Solar fury scorches them.
 Heavenly Mandate Manifest:  The Solar charges her weapon with the full manifestation of Heavenly Law.  The Beacon Bolt gains the Order keyword and affects the Wyld-tainted (as per the Order keyword) in the same manner as Blaze of Righteousness affects creatures of Darkness
 Shadow-Burning Arrow: The Solar invests extra Essence--3 motes--in the Beacon Bolt Maneuver, and the character’s anima assaults the target.  For example, a Dawn with a fiery golden phoenix anima might have a miniature golden phoenix swoop and whirl around the target, helping to guide more attacks upon the target.  The Solar may use the Essence 3 effect of There Is No Wind upon the target for free, and all other ranged attackers gain the full effect of There Is No Wind upon the target, rather than just the Essence revocation and visibility benefit.

Thunder God Warden Stance</b>
 <b>Cost: 5m, 1wp; Mins: Archery 5, Essence 4; Type: Simple
 Keywords: Combo-OK, Obvious, Defensively-Minded
 Duration: One Scene
 Prerequisite Charms: Scorning the Unrighteous

The archers serving the God of Thunder—as well as that deity himself—were among the finest trainers of Solars before the Primordial War. These virtuous warriors were a part of the Bureau of Seasons’ crack defense team that worked with the Unconquered Sun directly and were eager to aid him in casting down the hated Primordials. In addition to teaching them basic techniques, some favored students were taught advanced methodologies, including the Thunder God’s own Warden Stance, which the Exalted took to as their own. As a defender who could not afford to give ground, the God of Thunder learned to fight with both style and conservation of motion, granting no vulnerabilities to attack, and the Solars who learned under that God and his wardens excelled at this defensively-minded tactic.

For the rest of the scene, the DV penalty of all actions the Solar takes is reduced by one, to a minimum of zero. The Solar also opens himself to the blessings of the Thunder God. He may opt to wreath his missiles in golden ball lightning; when they strike their target, unleash a terrible burst of thunder, knocking them back. The target must make the normal roll to avoid knockback, even if knockback is not normally a part of the game. If it fails, the attack causes one yard of knockback for every point of raw damage.


Comments

Many of these Charms are modifications or direct adaptions of my Melee Charms, and some of their canonical requirements. I didn't just write these all out as an exercise in flavor text, however. One of the purposes of my Charm-writing is to provide mechanical symmetry between the trees. Not to squash out all differences; you'll note that some functions remain unique to every form of combat I put up here. However, I do not feel that in direct, mechanical comparison, an archer should be less than a melee specialist, nor should a brawler be the redheaded stepchild of fighting. Finally, many of the Charms had to be tweaked for the differences between Archery and Melee. -- IsawaBrian

Why is Unrepentant Rebuke so uch better than Seven Shadows Evasion? - willows

Okay, trying this again, since save went wonky last time - I don't see that Unrepentant Rebuke is any better than seven shadow at all, personally. Seven shadow has two condition on it's perfection - it only dodges dodgeable attacks you are aware off perfectly - while Unrepentant rebuke has at least four, if not five, since it seems like it should only apply to attacks the archer is aware off as well as only those that are ranged attacks with a solid component that are blockable within range. Am I missing something? Gamlain
Um, this is cheaper than SSE, doesn't seem to require awareness, and doesn't seem to be restricted to only attacks against the Solar. Plus it's cheaper and easier to obtain. - willows
The prereques do seem a bit low. The charm text implies to me that it should require awareness but that isn't explicit in it so I'll grant that too. I was missing that first. So, yeah. Stuff. I still wouldn't call it better than SSE unless it really does not require awareness, because it's apllicability is fairly narrow and SSE is very broad. Thanks Willows! Gamlain
Modified them a bit to make awareness more explicit. The prereqs are low because making a Dipping Swallow style one would tread on DB territory pretty heavily; I decided to just skip that and hit the next level up. The trade offs should be roughly-- must have bow and ammunition (where SSE requires nothing but awareness), only applicable vs. ranged attacks-- but cheaper overall and it can defend for others. It's what I call a "normal" or "stage 1" perfect- only works against applicable attacks, no immaterial blocking, etc. So it's slightly cheaper and easier to get than SSE, which has a broader range of applicability with the same basic capabilities -- IsawaBrian who was worried about the defend for others as a DB schtick, but realized it'd be pretty dumb to have a perfect countershot that couldn't smack down other arrows than those at the intended.

A lot of the conversions are preliminary, since many of these are based on concepts that have not yet been fully introduced into the game.--IsawaBrian

Some of those concepts have still not been introduced; others have been introduced in a manner that caused me to rethink them. A few actual conversions of 1E charms; I hope that official ones will come with Scroll of Heroes, but I'm not sure. I've also gone through old Charm names, like Wise Arrow, that got superceded or collapsed into single Charms and made them into new effects. One of these days I need to make a Charm tree for this mess. Though it'll be more of a Charm mangrove for most of the big ones.--IsawaBrian