Archery
Charms
Bloodthirsty Arrow
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Archery: 2
Minimum Essence: 2
Prerequisite Charms: None
The character extends a wisp of Oblivion
through his bow, filling his arrow with a thirst for blood and death. The shaft
eagerly adjusts its course to compensate for any evasive action. For every mote
of Essence the Abyssal spends, he may either reduce the dice pool of his
target's first defensive action by one die or add one die to the damage of an
attack against a living target. This Charm cannot reduce a character's dice
pool lower than her Essence score, nor can it add more damage than the activating
Abyssal's permanent Essence. The Exalt can use both effects of this Charm at
the same time, provided he can afford the Essence expenditure.
Twisting Spiteful
Shaft
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Archery: 3
Minimum Essence: 2
Prerequisite Charms: Bloodthirsty Arrow
Empowered with rage and seething Essence,
the Abyssal's arrow twists cruelly within its target to inflict horrible
rending wounds. Even after impact, it continues to bore deeper into the flesh
until forcibly removed. Arrows enchanted with this Charm add the character's permanent
Essence to their base damage. In addition, if the arrow inflicts damage, the
head continues boring into the target, inflicting its normal damage modifier at
the beginning of each subsequent turn until pulled free, for a maximum number
of turns equal to the firing character's permanent Essence.
This damage cannot be lower than one die.
Thus, a standard broadhead arrow inflicts 2L each turn, a frog crotch 4L and a
target arrow 1L. Damage inflicted by a boring arrow can only be soaked with
Stamina and other natural soak. Removing an arrow requires a successful Strength
+ Athletics roll against a difficulty equal to the permanent Essence of the
firing character. This difficulty can never rise above 5. Once a victim dies or
the arrow has been pulled free, its magic immediately fades. Only arrows that
naturally inflict lethal damage can be enchanted with this Charm.
Hundred Paces Bite
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Archery:
3
Minimum Essence:
2
Prerequisite
Charms: Twisting Spiteful
Shaft
With this Charm, an Abyssal's arrow
becomes a conduit for his life-draining anima. The Exalt regains one mote of
Essence for every health level of damage his arrow inflicts on a living target.
If this Charm is placed in a Combo with Twisting Spiteful Shaft, the Essence
cost increases to 3 motes, but the arrow
continues to absorb Essence as long as it burrows.
Pulse Of The Prey
Cost: 3 motes + special
Duration: Instant
Type: Simple
Minimum Archery:
4
Minimum Essence:
2
Prerequisite
Charms: Bloodthirsty Arrow
The character's eyes glint with power as
he attunes his gaze to the glow of Essence in his victim. For 3 motes, the Exalt
may make a single Archery attack without penalty for visual conditions,
although other environmental factors may interfere with his accuracy. For every
additional mote spent, the character may also add one die to his Archery attack
roll, although he cannot add more dice than his target's Essence score. This
Charm does not aid in targeting inanimate objects.
Flawless Archer Discipline
Cost: 2 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Minimum Archery:
5
Minimum Essence: 2
Prerequisite Charms: Pulse of the Prey
Guided by the grim certainty of death, the
Abyssal blocks out all distractions. From the time he draws his arrow to the
moment of release, the deathknight perceives and knows nothing but his target
and his cold desire to end its existence. The player still rolls an attack as
normal, but successes only matter for purposes of damage. Even in the case of a
botch, he still hits the target, inflicting the arrow's base damage. Although
this Charm permits feats of impossible accuracy, such as cutting ropes or
picking off objects at the maximum range of the bow, it does not allow called shots
to bypass armor.
Withering Feathered
Maelstrom
Cost: 8 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Minimum Archery:
5
Minimum Essence:
2
Prerequisite
Charms: Flawless Archer
Discipline
Her arms and fingers a flickering blur of
motion, an Abyssal with this Charm may empty her entire quiver before her
opponents have time to register surprise. So long as the character hits her
intended target, she may make another attack at her full Archery dice pool. The
character must concentrate all her attacks on one target. This Charm ends when
the character exhausts her ammunition or when she has done damage a number of
times equal to her Archery score.
Iron Sleet Attack
Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Archery:
3
Minimum Essence:
2
Prerequisite
Charms: None
Infused with the chill of the Void, the
character's arrow freezes in flight and trails wisps of glowing frost. This supernatural
cold adds the character's Essence score to the arrow's damage, as well as
inflicting debilitating frostbite. Victims of Iron Sleet Attack lose one dot of
Dexterity every time the Iron Sleet Attack successfully does damage to them.
Characters reduced to zero Dexterity can only huddle in misery, assuming they
can move at all. Frostbitten characters regain lost Dexterity at the rate of
one dot per hour. This Charm has no effect on the undead or on other beings
immune to extreme cold.
Relic Arrow Method
Cost: 1 mote per arrow
Duration: Instant
Type: Supplemental
Minimum Archery:
3
Minimum Essence: 2
Prerequisite Charms: Iron Sleet Attack
The character draws his bow, and a
savagely barbed shaft materializes under his touch. Arrows created with this
Charm have normal statistics for their type of ammunition but shimmer like spun
glass and evaporate moments after impact.
Splinter Of The Void
Cost: 1 mote per 2L
Duration: Instant
Type: Simple
Minimum Archery:
4
Minimum Essence:
2
Prerequisite
Charms: Relic Arrow Method
The Abyssal draws a bolt of crackling
Oblivion across his bow. This bolt is fired as a normal arrow, but inflicts a base
damage of 2L for every mote of Essence spent. The character's bow does not add
to this total. Against Fair Folk, mutants and other creatures of the Wyld, the
necrotic energy inflicts aggravated damage. Characters killed by this Charm
disintegrate in a shrieking flash of barrowflame and leave no ghosts. Oblivion
bolts do not suffer penalties for distance or wind, and have a maximum range of
(the archer's permanent Essence x 100) yards. Characters cannot spend more
Essence powering this Charm than their Archery score. Splinter of the Void is
incompatible with arrow-enhancing Charms.
Exquisite Relic Bow
Cost: 5 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Archery:
4
Minimum Essence:
3
Prerequisite
Charms: Relic Arrow Method
Sculpting his anima with a thought, the
Abyssal summons a bow of calcified Essence and memory into her hands. This bow
has an Accuracy equal to the character's Essence but otherwise has the same
statistics as a composite bow fitted to its creator's Strength. Despite their common
Traits, each Abyssal's bow is a unique
expression of her soul�no two are exactly alike. Exquisite Relic Bow does not
manifest with ammunition, so characters without arrows must employ Relic Arrow
Method.
Piercing Ghost Barb
Cost: 6 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Archery:
5
Minimum Essence:
3
Prerequisite
Charms: Pulse of the Prey,
Splinter of the Void
As with Relic Arrow Method, the Exalt
summons a shaft of pure Essence. This translucent arrow glows softly and moans
as it flies. The shaft is fired like a normal arrow, but dematerializes as it
leaves the bow. The arrow remains visible but incorporeal, capable of passing
through solid matter without a trace. The arrow only rematerializes if it intersects
a living being in its path. Since the bolt bypasses walls and armor, victims
can only soak the attack with their Stamina and other natural soak. Trees and
other living barriers provide cover normally, as does
armor that is somehow alive, such as a perronele. This Charm also allows the
character to hit dematerialized spirits, although it does not kill them
permanently. Any incorporeal spirit struck by a Piercing Ghost Barb manifests
to all onlookers for the rest of the scene as a luminous but intangible
apparition.