SolarArchery/Miedvied
UNCONQUERABLE RETRIBUTION
Cost: 6 motes Duration: Special Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Accuracy w/o Distance, Solar Spike
The Solar prepares a particular arrow for a particular target long before combat begins; this is most common among solars that choose to make their trade as assassins, though it is a fitting charm for any that seek to take a particular head.
The arrow in question takes on a soft golden hue; though it is only
as bright as a small candlewick, its soft and diffuse glow cannot be
hidden by any means of covering. A symbol of the sun becomes inscribed
on the arrowhead.
When the Solar next comes into arrow's range of the target for whom
this arrow is intended, the arrow's soft glow brightens to noontime
intensity. It only reveals that the target is within arrow's range
(though this varies with bows, assume the range is consistent with
whatever bow the Exalt is currently commonly using), not their specific
location. If the arrow is shot into the general direction of the target,
however, the arrow will pierce all intervening non-MM substances to find
its way to the target (including people), and is gauranteed to hit as
per the Accuracy w/o Distance charm.
Furthermore, add the character's Permanent Essence to the arrow's
base damage. This is considered the arrow's new base damage - charms
that double base damage, but do not normally apply to charms, enhance
the 'new' base damage (doubling the bonus from this charm.)
RAZOR'S EDGE
Cost: 3 motes Duration: Instant Type: Supplemental Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Fiery Arrow Attack
The arrow or bolt in question takes on a new level of sharpness,
as motes of essence begin to race along it's head. They now punch
through armor and other inanimate objects with the force of a
warstrider's kiss.
The supplemented attack now does Piercing damage (meaning that it
halves armor soak, including when attacking inanimate objects.)
RAZOR'S PUNCH
Cost: 6 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Razor's Edge
The arrow as a whole erupts into a flare of essence; it now punches
through armor as if through paper. The supplemented attack now ignores
all armor soak, and does double damage to inanimate objects.
(I had considered making this cost 5 motes, 1 will, since that's what
Armor Penetrating Fang Strike does, but MA is generally less effective
than Solar charms, and APFS stipulates it can be soaked only by stamina
while Razor's Punch does not, so I felt justified raising the cost to 6
motes, but foregoing the Willpower.)
BACKBITER
Cost: 4 motes Duration: Instant Type: Supplemental Minimum Archery: 4 Minimum Essence: 2 Prerequisite Charms: Phantom Arrow Technique
The arrow fired dematerializes a moment before striking it's target,
and reappears (having reversed direction) immediately behind them. This
attack gains all the benefits of having attacked someone from behind.
DANCING RUSHES EVASION
Cost: 3 motes Duration: One Scene Type: Simple Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: Wise Arrow
The Solar reinforces his bow and his own motions with Essence; for the remainder of the scene, he may parry attacks with his bow (using Dex+Archery or Dex+Melee, at his choice) without need of stunt or fear of his bow breaking or bowline snapping. Melee parry charms can be used with the bow, but any such charms use the Solar's Dex + Melee pool.
DIVING HERON DEFENSE
Cost: 2 motes Duration: Instant Type: Reflexive Minimum Archery: 4 Minimum Essence: 3 Prerequisite Charms: Dancing Rushes Evasion
The Solar draws an arrow, and immediately fires it at the nearest
incoming missile attack. This allows the Solar to parry an incoming
missile as a reflexive action. Add the Solar's Permanent Essence in
bonus dice to the parry.
NOBLE EAGLE'S SACRIFICE
Cost: 3 motes, 1 will Duration: Instant Type: Reflexive Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Dancing Rushes Defense, Accuracy w/o Distance
As Diving Heron Defense, except that this is a perfect defense against a
single missile attack. The arrow used for this charm is burnt and
irrecoverable upon use.
FALLING RAITON CLOUD
Cost: 5 motes or 8, 1 will Duration: One Scene Type: Simple Minimum Archery: 5 Minimum Essence: 3 Prerequisite Charms: Noble Eagle's Sacrifice
The Solar can now fire off arrows as quickly as he can create them,
filling the sky with a darkening cloud of wood and metal and essence as
he deflects all incoming missiles. The Solar recieves a free parry
attempt against all incoming missiles, both against himself and against
allies. This charm creates its arrows out of essence; the user is not
limited by ammunition.
For 8 motes, this charm also allows the Solar to try and parry melee attacks with his arrows, however, this applies only to attacks against the Solar, and not against his allies.
DEVIL WIND STRIKE
Cost: 4 motes Duration: Instant Type: Simple Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charms: Fiery Arrow
The arrow takes on the force of a gale wind just as it strikes the target in question, throwing his opponent backwards on a successful attack. The target is hurled back a number of yards equal to the Solar's permanent Essence + Archery. This attack cannot be parried, only dodged. A target who strikes a solid object takes dice of damage equal to the number of yards she would have continued flying had the object not been in the way. This damage is typically bashing, but can be lethal (if, say, the object is spiked.)
Note that the arrow still does normal damage for its attack, in addition to the throwing effect.
Comments
You should probably stick these here. If you're unsure of the format, follow the examples already there. The '/' before the link is particularly relevant. _Jabberwocky
Cool Charms! I like Devil Wind Strike; it's a nice translation of Crashing Wave Throw and allows for some really neat combat imagery. The defensive charms are quite good and well-named (except perhaps for Falling Raiton Cloud, since the character's arrows will be rising rather than falling). I think the prerequisites should be lower, though. I'd give Dancing Rushes Evasion much lower requirements - say, Archery 2 and Essence 2, with no prerequisite Charms. Likewise, I'd give Diving Heron Defense requirements of Archery 2, Essence 2, and no prerequisite Charms. Noble Eagle's Sacrifice should certainly be cheaper, both in terms of prerequisites and of cost to use; after all, it's just a far narrower version of Heavenly Guardian Defense, which can block ranged and melee attacks with equal ease. - Quendalon
- You're probably right about the requirements on Dancing Rushes Evasion; reading it over now, I have no idea what the hell I was thinking when I made the requirement A4SolarArchery/E3. I also agree Diving Heron Defense should be 2/2, though I wouldn't give it no pre-reqs; as a reflexive free parry, it's already a step above any other competing parry charm. It should probably use Dancing Rushes Evasion as it's prereq. As for Noble Eagle's Sacrifice - I think I'd keep the prereqs the same, and either make it a perfect defense all around, or lower the cost to 5 motes straight (instead of 3m,1w) and keep it a perfect-defense-against-missiles. - Miedvied