IsawaBrian/SolarArcherySwiftness

From Exalted - Unofficial Wiki

Jump to: navigation, search

First Edition and Conversions


Abrupt Arrow
 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

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
 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, Leader
 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
 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, Leader
 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
 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, Leader
 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. In Mass Combat, the benefits of the Charm extend to the entire complimentary unit, including special characters when relevant.


One with the Bow
 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
 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.

Second Edition


Ever-Ready Archer
 Cost: --; Mins: Archery 4, Essence 4; Type: Permanent
 Keywords: None
 Prerequisite Charms: Summoning the Loyal Bow, Flashing Vengeance Draw

The Chosen hones the essence-matrix that wraps the weapon sent Elsewhere via Summoning the Loyal Bow such that it can instantly shift the stored weapon into a position of readiness. When summoning a weapon via Summoning the Loyal Bow or any other Charm that creates or summons a relevant Archery weapon for the character, the Solar may use Flashing Vengeance Draw as a non-Charm action. The character must still have access to ammunition or use Phantom Arrow Technique.

Comments

Personal tools