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.

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