IsawaBrian/SolarArcheryDamage
First Edition and Conversions
Lightning Strike
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 and Leader.
Thunderbolt Shot
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 Leader, and adds post-soak damage dice rather than convert to automatic successes. Cost is 1 mote per die.
Piercing the Barricade
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, Leader, Obvious, and requires a minimum Essence of 4.
Sunlit Arrows Prana
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 Leader and Obvious.
Sol Invictus Wrath
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 Combo-OK, and Obvious. If Bolt of Fiery Devastation is not converted, simply remove it from it from the prerequisite list.
Relentless Burning Beams
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, Leader, and Obvious. Its cost is 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
Solar Spike
Cost: --; Mins: Archery 4, Essence 3; Type: Permanent Keywords: Leader Duration: Permanent 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.
Bolt of Fiery Devastation Technique
Cost: 6, 10, or 24 motes, 1 willpower; Mins: Archery 6, Essence 6; Type: Simple (Speed 4, DV -1) Keywords: Combo-OK, Leader, 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
Cost: 5m; Mins: Archery 4, Essence 3; Type: Supplemental Keywords: Combo-OK, Leader, 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. This is represented by a variety of beacons marking the unit as a whole-- lighting up special characters and leaders, the borders of the unit's formation, etc.
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.
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.
Solar Radiance Tip: This special effect requires Essence 4 and cannot be the first special effect purchased for Beacon Bolt Maneuver. By spending an additional 1 wp when activating the charm, the Solar may cause it to pulse with Solar energy. This pulse occurs on activation and every 5 ticks subsequently until the final tick. Each time it pulses, anything within (the Solar's permanent Essence) x 10 yards is subjected to an environmental hazard with a trauma equal to the Solar's permanent Essence and Damage equal to the Solar's Archery. This pulse may be lethal or bashing as the Solar chooses, and may have the effects of any other special effect already purchased for Beacon Bolt Maneuver
Essence Arrow Strike
These are special effects for the Charm in the corebook.
Mercy of the Pure Bulb Shot: Sometimes, it is better to subdue an opponent than kill him. Mimicking a bulb-head arrow with Essence, the Solar insures that at worst, the target will remain unconscious for a long time. The Solar’s attack automatically does bashing, regardless of usual damage, and additional damage below Incapacitated does not become Lethal. Instead, each level becomes a phantom additional Incapacitated level that must be healed before any other wounds can be rejuvenated.
Armor-Cutting Arrow: The Solar taps into the natural Essence of arrows to seek beyond armor for a target. The Solar’s attack becomes piercing; if, like many arrows, it is already piercing, half non-Armor Soak as well.
Penetrating Force
Cost: --; Mins: Archery 4, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Forceful Arrow
The force imbued by a Solar cannot be easily turned aside. This Charm modifies its prerequisite such that the attack that is supplemented by Forceful Arrow is considered to be Piercing; if the attack would already have this trait, it ignores all armor soak.
Solar Arrow Strike
Cost: --; Mins: Archery 4, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Essence Arrow Attack
As the Solar develops his Essence to increasing heights, the terrible radiance of the Unconquered Sun's wrath channels through the very being of the Chosen. When activating Essence Arrow Attack, the character may spend an additional mote to convert the extra damage dice granted by this Charm, including any benefits from the various optional effects, into successes.
Sun's Wrath Alit
Cost: --; Mins: Archery 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Sunlit Arrows Prana
The wrath of a Lawgiver can scorch the life from even a dragon of flame. While the power of the Solar's Essence charges her shots, she may surround them with a fiery aura that immolates her target. When the character activates Sunlit Arrows Prana, she may spend and commit an additional 3 motes to enhance the damaging effect of that charm. If an attack strikes and does at least 1 health level worth of damage, the target must make a Stamina + Resistance roll at a difficulty equal to the Solar's Essence. If the roll fails, the target must soak damage dice equal to the health levels done every 5 ticks for (the Solar's Archery x 5) ticks. This damage represents the pure energy of the Unconquered Sun, and creatures that are immune to fire are not immune to this secondary damage. All bows used while the enhanced Sunlit Arrows Prana is active may utilize up to the strength of the wielder.
Strength of the Burning Heart
Cost: --; Mins: Archery 5, Essence 4; Type: Permanent Keywords: Leader Duration: Permanent Prerequisite Charms: Solar Flare Methodology
The strength of a Solar is more than physical. Channeled along the length of a flamewand, this strength can bring an even greater fiery wrath. The Solar may add his strength to the damage done by firewands and similar weapons by spending 1 mote of essence when firing one.