GracefulSolarArchery
Contents
- 1 Sight Without Eyes
- 2 There Is No Wind
- 3 Dust And Ashes Sleight
- 4 Wise Arrow
- 5 Force Without Fire
- 6 Accuracy Without Distance
- 7 Seven Omens Shot
- 8 Trance of Unhesitating Speed
- 9 Flashing Vengeance Draw
- 10 Hunter’s Swift Answer
- 11 Finishing Snipe
- 12 Shadow-Seeking Arrow
- 13 Arrow Storm Technique
- 14 Revolving Bow Discipline
- 15 Dust And Ashes Sleight
- 16 Phantom Arrow Technique
- 17 Adamant Arrow Technique
- 18 Solar Spike
- 19 Heart-Eating Incineration
- 20 Immaculate Golden Bow
- 21 Fiery Arrow Attack
- 22 Dazzling Flare Attack
- 23 Searing Sunfire Interdiction
Sight Without Eyes
- Cost: 1m/2d
- Type: Supplemental
- Mins: Archery 2, Essence 1
Every mote spent reduces any penalties on the Exalt’s attack roll by 2, or reduces the cover bonus to their target’s Defence by 1.
There Is No Wind
- Cost: 3m
- Type: Supplemental
- Mins: Archery 4, Essence 1
- Prereq: Sight Without Eyes
An attack roll is made as a radiant cascade.
Dust And Ashes Sleight
- Cost: 1m, 1wp
- Type: Supplemental
- Mins: Archery 5, Essence 2
- Prereq: There Is No Wind
Add any extra successes on the attack roll to the attack’s raw damage.
Wise Arrow
- Cost: 2m
- Type: Supplemental
- Mins: Archery 3, Essence 1
- Prereq: Sight Without Eyes
The attack can be made against any target in range that the Solar is aware of, as long as they are not completely surrounded by barriers. Treat them as having a cover bonus of +3.
Force Without Fire
- Cost: 3m
- Type: Supplemental
- Keywords: Withering
- Mins: Archery 4, Essence 1
If the withering attack does at least as much initiative damage as the target’s Stamina, the target is knocked back a range band.
Accuracy Without Distance
- Cost: 1m, 1wp
- Type: Reflexive
- Mins: Archery 3, Essence 2
- Prereq: Wise Arrow
The Solar instantly completes an Aim action.
Seven Omens Shot
- Cost: 2m
- Type: Simple
- Keywords: Decisive
- Mins: Archery 5, Essence 3
- Prereq: Accuracy Without Distance
Each Aim action used to support this decisive attack adds 3 successes to the attack roll.
Trance of Unhesitating Speed
- Cost: 3m
- Type: Simple
- Keywords: Decisive
- Mins: Archery 3, Essence 1
- Prereq: Sight Without Eyes
This decisive attack can be split into multiple attacks, each of which must have at least 3 initiative committed to them. They can be made against different targets.
Flashing Vengeance Draw
- Cost: 2m
- Type: Supplemental
- Mins: Archery 5, Essence 1
- Prereq: Trance of Unhesitating Speed
This attack, if made before the target’s first action in the combat, is unblockable.
Hunter’s Swift Answer
- Cost: 5m, 1wp
- Type: Reflexive
- Mins: Archery 5, Essence 2
- Prereq: Flashing Vengence Draw
Used when successful at a disengage action, this allows the Solar to make an immediate attack against one of their pursuers. No aim action is required.
Finishing Snipe
- Cost: 7m
- Type: Reflexive
- Keywords: Decisive
- Mins: Archery 5, Essence 2
- Prereq: Flashing Vengeance Draw
Used when an opponent crashes within medium range, this allows the Solar to make an immediate decisive attack against them. No aim action is required.
Shadow-Seeking Arrow
- Cost: 3m, 2i
- Type: Reflexive
- Mins: Archery 5, Essence 3
- Prereq: Flashing Vengeance Draw
Used when a Solar becomes aware of a previously hidden character, this allows the Solar to make an immediate attack against them. No aim action is required.
Arrow Storm Technique
- Cost: 4m, 1wp
- Type: Simple
- Keywords: Decisive
- Mins: Archery 5, Essence 2
- Prereq: Trance of Unhesitating Speed
The Solar makes a single decisive attack, which is applied to the defences of up to (Essence*2) targets; use the range band of the most distant target. The base damage for each attack is equal to the Exalt’s Archery.
Revolving Bow Discipline
- Cost: 6m, 1wp
- Type: Simple
- Keywords: Withering
- Mins: Archery 5, Essence 2
- Prereq: Arrow Storm Technique
The Solar may repeatedly make withering attacks against a single target at close or short range, until either they miss or they crash their opponent.
Dust And Ashes Sleight
- Type: Permanent
- Mins: Archery 5, Essence 4
- Prereq: Seven Omens Shot, Revolving Bow Discipline
Whenever the Solar crashes or kills an opponent with a Simple Archery Charm, they regain one point of temporary Willpower.
Phantom Arrow Technique
- Cost: 1m
- Type: Reflexive
- Mins: Archery 3, Essence 1
The Solar creates a piece of ammunition from one of their Intimacies. Attacks made with this ammunition add the Intimacy’s strength to the attack roll, but can only be used for purposes directly supported by the Intimacy.
Adamant Arrow Technique
- Cost: 1m, 1wp
- Type: Supplemental, Once/Scene
- Mins: Archery 3, Essence 3
- Prereqs: Phantom Arrow Technique
The arrow enhanced by this attack cannot be removed from where (or whom) it lands, unless with the Solar’s permission or upon their death. The Solar always instinctively knows where the arrow lies, allowing them to automatically track or detect its bearer.
Solar Spike
- Cost: 3m, 1wp
- Type: Supplemental
- Keywords: Decisive, Once/Scene
- Mins: Archery 5, Essence 3
- Prereqs: Adamant Arrow Technique
This decisive attack has a base damage equal to the Solar’s temporary Willpower. If they are upholding an Intimacy with this attack, multiply the base damage by the strength of their Intimacy.
Heart-Eating Incineration
- Cost: 3m
- Type: Supplemental
- Keywords: Decisive, Once/Scene
- Mins: Archery 5, Essence 3
- Prereqs: Adamant Arrow Technique
If this decisive attack kills its target, it restores motes to the Solar equal to the target’s permanent Essence + the strength of any Intimacies the Solar has toward them. If the target is not a spirit, their soul is destroyed.
Immaculate Golden Bow
- Cost: 5m, 1wp
- Type: Simple
- Duration: One Scene
- Mins: Archery 4, Essence 2
- Prereqs: Phantom Arrow Technique
The Solar summons a powerbow from their anima. It should have custom evocations designed to match the Solar, the first of which is automatically unlocked.
Fiery Arrow Attack
- Cost: 2m
- Type: Supplemental
- Keywords: Decisive
- Mins: Archery 4, Essence 1
- Prereqs: Phantom Arrow Technique
If the attack deals lethal damage, the same amount of fire damage will be repeated on each of the Solar’s following turns until the target is extinguished (a Dexterity + Athletics check requiring cumulative successes equal to the Solar’s Essence).
Dazzling Flare Attack
- Cost: 2m
- Type: Supplemental
- Mins: Archery 5, Essence 2
- Prereqs: Fiery Arrow Attack
Every hidden character out to medium range from the Solar must re-check Stealth to remain hidden. A target hit by this attack cannot hide until the arrow is removed.
Searing Sunfire Interdiction
- Cost: 4m, 1wp
- Type: Simple
- Mins: Archery 5, Essence 3
- Prereqs: Force Without Fire, Dazzling Flare Attack
The Solar makes a difficulty 1 gambit: if they score more successes than the target’s current Initiative, the target is knocked back a range band and loses their turn in the next round.