TheKawaiiEdition/HGArchery

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Helping Goddess (Archery)

  • Basic Archery Protocol 1/1
    • Expert Archery Protocol 2/2
      • Companion Archery Protocol 3/3
        • Master Archery Protocol 4/4
        • Arrow of Love 4/3
    • Refill Quiver 2/1
      • Prep Flaming Arrows 3/2
        • Napalm Arrow Protocol 4/3
    • Trick Arrow 2/1
      • Boxing Glove Arrow 3/2
      • Catnip Arrow 4/3
      • Flash Arrow 3/2
      • MIRV Arrow 3/2
        • Falling Meteor Strike 4/3
      • Smoke Arrow 3/2

Arrow of Love

  • Cost: 5 mote, 1 WP
  • Duration: One Scene
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Companion Archery Protocol

This arrow, when fired, causes its target to fall in love with the first person they see. Roll Manipulation + Archery against the target's Appearance + Socialize. If you get more successes, they will fall in love with the first person they see if their Moe is equal to or less than yours. What happens from there depends on their personality and events.


Refill Quiver

  • Cost: 1 mote, 1 WP
  • Duration: Instant
  • Type: Speech
  • Minimum Archery: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Basic Archery Protocol

This protocol causes your quiver to refill with mundane arrows until it is full.


Prep Flaming Arrows

  • Cost: 3 motes
  • Duration: Instant
  • Type: Reflexive
  • Minimum Archery: 3
  • Minimum Moe: 2
  • Prerequisite Charms: Refill Quiver

This charm converts as many arrows as you desire in your quiver into flaming arrows (it wraps them in rags soaked with oil). These arrows add your Moe to damage, but it requires you to take an action to light each one before shooting it, or else to have a helper to light the arrows for you. Also, you need a source of flame.


Napalm Arrow Protocol

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Prep Flaming Arrows

This covers an arrow you are shooting with a flammable jelly. On a successful hit, it ignites, adding your Moe to the pre-soak damage. (If used on a Flaming Arrow from Prep Flaming Arrows, you add twice your Moe.) In addition, the target must beat your attack successes with a Dex + Athletics roll, or else he catches fire, and must soak your Moe worth of lethal wounds each turn for Moe turns. He soaks only with Stamina and charms/sorcery. Armor doesn't help.


Arrow of Love

  • Cost: 5 mote, 1 WP
  • Duration: One Scene
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: Companion Archery Protocol

This arrow, when fired, causes its target to fall in love with the first person they see. Roll Manipulation + Archery against the target's Appearance + Socialize. If you get more successes, they will fall in love with the first person they see if their Moe is equal to or less than yours. What happens from there depends on their personality and events.


Trick Arrow

  • Cost: 1 mote / +2 difficulty to Dodge
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 2
  • Minimum Moe: 1
  • Prerequisite Charms: Basic Archery Protocol

The Helping Goddess' arrow flies erratically, making it hard to block. She can spend up to her Moe in motes, each one adding +2 to the difficulty to block her shot.


Boxing Glove Arrow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Brawl: 1
  • Minimum Moe: 2
  • Prerequisite Charms: Trick Arrow

This protocol changes the head of the arrow into a giant boxing glove. This adds the Helping Goddess' Brawl to the base damage of the arrow, increases the difficulty to block it by her Brawl, and causes the arrow to do Bashing Damage.


Catnip Arrow

  • Cost: 4 motes, 1 WP
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 4
  • Minimum Socialize: 1
  • Minimum Moe: 3
  • Prerequisite Charms: Trick Arrow

The arrow head gains a small bulb full of powdered catnip. It does normal damage, but it also covers you with catnip. All cats and Catgirls within 10* Moe yards must roll the HG's Moe on a Temperance check or else run over and pounce on you, trying to get at the catnip.

Flash Arrow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Awareness: 1
  • Minimum Moe: 2
  • Prerequisite Charms: Trick Arrow

The arrow explodes in a flash of light on hitting the target, inflicting him with a blindness penalty to any actions requiring the use of eyesight equal to your Moe for Archery + Moe turns.


MIRV Arrow

  • Cost: 5 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Athletics: 1
  • Minimum Moe: 2
  • Prerequisite Charms: Trick Arrow

When you fire your arrow, it splits apart into your Moe worth of arrows. Roll once to hit, apply damage from each seperately; each must be parried or dodged separately.


Falling Meteor Strike

  • Cost: 5 motes, 1 WP
  • Duration: Instant
  • Type: Extra Actions
  • Minimum Archery: 4
  • Minimum Moe: 3
  • Prerequisite Charms: MIRV Arrow

You fire an arrow into the air; it explodes into a hail of arrows, one for each point of Moe you have. Each may hit a separate target or the same person for all. Add your Moe to the difficulty to dodge each one, and roll separately for each attack.


Smoke Arrow

  • Cost: 4 motes
  • Duration: Instant
  • Type: Subtle/Mental
  • Minimum Archery: 3
  • Minimum Stealth: 1
  • Minimum Moe: 2
  • Prerequisite Charms: Trick Arrow

This arrow's head becomes a bulb full of smoke. On hitting the target, beyond its normal damage, it dumps a cloud of smoke 10* Moe yards across. Within that cloud, the Helping Goddess and all her allies add her Moe to their Stealth pools, and her foes lose her Moe from any pools to detect her.