Archery, The Quiver
Once, there was a maiden…
…who made herself from the substance of
the world.
She knew how to eat an owl’s heart and
gain its insight.
She knew how to bake herself in the sun
and melt herself in the rain.
She knew how to mess up wisdom.
She knew how to love, and how to hate.
“Survival is flexibility,” she said.
Generalized Ammunition Technique
Cost: 1 mote
Duration: Instant
Type: Supplemental
Minimum Archery: 2
Minimum Essence: 2
Prerequisite Charms: None
The mirror of adjusting
circumstances to meet one’s needs is adapting one’s needs to things found in
one’s circumstances. Both allow for the smooth progress of fate. This Charm
lets an adaptable Exalt fire anything no heavier than her fist and no longer
than her arm as if it were an arrow, including handfuls of dust or fire,
shouts, dragonflies, small spirits or shadows. Living things can avoid the
Sidereal seizing and launching them with a reflexive Dexterity + Dodge roll
against a difficulty equal to the Sidereal’s Archery score. Upon impact, an
improvised arrow inflicts damage as a normal arrow of any type (Exalt’s
choice), in addition to any unusual effects appropriate to the attack. Sidereal
Exalted can only shape arrows from concrete things, although the Maiden of
Battles shapes her arrows from intention and desire.
Any Direction Arrow
Cost: 1 mote + 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Archery: 1
Minimum Essence: 1
Prerequisite Charms: None
Graced by the chance to serve those
who weave fate, an arrow gleefully weaves in the air to strike its opponent
from an unexpected direction. The Exalt adds up to her Essence in dice to an
Archery roll. In addition, the arrow takes no penalties from up to 50 percent
cover.
Every Direction Arrow
Cost: 3 motes per extra arrow
Duration: Instant
Type: Extra action
Minimum Archery: 4
Minimum Essence: 2
Prerequisite Charms: Any
Direction Arrow
The character
fires a number of arrows no greater than her Essence, which first scatter and
then strike a single target from every side. Use one attack roll for all
the arrows, but apply the damage for each of them separately.
Opportune Shot
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Archery: 3
Minimum Essence: 2
Prerequisite Charms: None
Spotting an opportunity thanks
to the graces of fate, the character launches an arrow before her normal
initiative. This Charm lets her automatically win initiative over a single
target for purposes of making an Archery attack against him. She cannot split her
dice pool on the turn she uses Opportune Shot. Characters using Opportune Shot,
Thunderclap Rush Attack or similar abilities in competition roll for initiative
with one another normally.
Five Seasons Approach
Cost: 2 motes per target number
reduction
Duration: Instant
Type: Supplemental
Minimum Archery: 4
Minimum Essence: 3
Prerequisite Charms: Every
Direction Arrow, Opportune Shot
If skill does not suffice to
make her shot, then a character may trust to the world’s esteem for her. If not to that, then to the world’s fear of what she hopes to save
it from. If not to that, to the world’s dreams of the glories she
strives for. Even if these things fail, she may trust to luck. This is the Five
Seasons Approach. The character can reduce the target number of an Archery
roll. Sidereal Exalted can always use any Virtue with this Charm.
Many Missiles Bow Technique
Cost: 10 motes, 1 Willpower, 1
health level
Duration: One scene
Type: Simple
Minimum Archery: 5
Minimum Essence: 4
Prerequisite Charms: Generalized
Ammunition Technique, Five Seasons Approach
This Charm uses a prayer strip
marked with the scripture of the Clay Maiden. The Exalt casts it into the sky,
where it radiates a gaudy pink light, hovering 10 yards above her bow.
For the duration of this Charm,
the character’s arrows have triple their normal range.
In addition, for 1 experience point each, the Sidereal can learn
transformations to apply to an arrow as it falls, reshaping it into some other
aspect of Creation. Commonly known transformations include:
Each such arrow costs 1 mote of
Essence to fire. Living or heavily worked “arrows” based on the Generalized
Ammunition Technique cannot suffer transformations, nor can arrows made from
the Five Magical Materials.
Characters can learn
transformations from other Exalted with this Charm. They can also design new
transformations, with the Storyteller’s approval. Effects should be simple and
should not directly duplicate the effects of other Charms.