Archery Charms

 

Wise Arrow

Cost: 1 mote per die

Duration: Instant

Type: Supplemental

Minimum Archery: 1

Minimum Essence: 1

Prerequisite Charms: None

The character extends her anima into the world around her, and joins archer, target and arrow into a single being. Truly, the arrow knows the way to the target, for that is its natural home. For each mote of Essence the player spends, he may add 1 die to an Archery attack roll, but the number of bonus dice added to any single roll cannot exceed her normal Dexterity + Archery dice pool. The player must declare how much Essence she is going to use in this Charm prior to making the attack roll.

 

Sight Without Eyes

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Archery: 3

Minimum Essence: 1

Prerequisite Charms: Wise Arrow

The character opens her eyes not to the visual world, but to the world of Essence and senses her target in that fashion. She may make an Archery attack without penalty for visual conditions. Other negative modifiers (high winds, range and so forth) still impose their regular penalties.

 

Accuracy Without Distance

Cost: 1 mote, 1 Willpower

Duration: Instant

Type: Supplemental

Minimum Archery: 5

Minimum Essence: 1

Prerequisite Charms: Sight Without Eyes

The character extends her sense of the local Essence flows to greater heights and can now shoot with perfect assurance. The character may make an Archery attack out to the maximum range of the bow with absolute certainty that the shot will hit.

The player rolls to attack as normal, but if he rolls insufficient successes for his character to hit the target, he still hits it, doing the arrow’s base damage. This Charm can also be used to hit small objects, to cut cords and ropes and for other trick shots. It does not, however, allow the archer to negate their target’s armor via a called shot to the eye, throat or what have you.

 

There Is No Wind

Cost: 3 motes

Duration: Instant

Type: Supplemental

Minimum Archery: 4

Minimum Essence: 1

Prerequisite Charms: Sight Without Eyes

The character’s Essence flows into the bow and arrow, and he fires with a perfect, supple grace. The character may make a Archery attack without any environmental penalties of any sort, be they for range, high winds, bad weather, bad ammunition or what have you — the Charmed shot is absolutely flawless. Splitting a dice pool for multiple actions is not an environmental penalty.

 

Trance Of Unhesitating Speed

Cost: Varies

Duration: Instant

Type: Extra Action

Minimum Archery: 3

Minimum Essence: 1

Prerequisite Charms: Wise Arrow

The character flows with soft and unhesitating grace through the motions of firing her weapon. Before the character takes her first action for the turn, the player must declare how many attacks the character will make this turn. Each extra attack costs a number of motes of Essence equal to twice the total number of attacks the character has made so far, including the attack the character is buying.

For Example: Harmonious Jade is surrounded by Dragon Blooded hunters and needs to act now, regardless of cost. She uses the Trance of Unhesitating Speed to make three extra attacks (for a total of four attacks that turn). The cost is 18 motes of Essence 4 motes for the first extra attack, 6 motes for the second extra attack, and 8 motes for the third extra attack. The cost of the Charm must be paid before Harmonious Jade makes her first attack.

The player must decide how many attacks the character will make and pay for them all before he makes any attack rolls. Obviously, a character cannot attack more times than she has ammunition.

 

Arrow Storm Technique

Cost: 8 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Archery: 5

Minimum Essence: 2

Prerequisite Charms: Trance of Unhesitating Speed

The character’s motions become smooth and economical, optimized for the release of arrows with a minimal expenditure of effort. So long as the character its (she need not do damage) with an attack, she may make another attack immediately thereafter. Each attack must be at a different target, and the character cannot make more attacks than she has ammunition. This Charm ends when the character misses or when she has hit every possible target once.

 

Fiery Arrow Attack

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Archery: 2

Minimum Essence: 2

Prerequisite Charms: None

The character concentrates Essence in an arrow and then launches it, causing it to burst into flame in mid-flight. Not only will the arrow ignite flammable materials it hits, it also adds dice equal to the character’s Essence score to the arrow’s damage. Arrows that have had the Fiery Arrow Attack Charm used on them are burnt to cinders and cannot be recovered. Keep in mind that indiscriminately firing burning arrows in a forest or grassland during the dry season is generally a bad idea.

 

Dazzling Flare Attack

Cost: 1 mote per 2 damage

Duration: Instant

Type: Supplemental

Minimum Archery: 3

Minimum Essence: 2

Prerequisite Charms: Fiery Arrow Attack

The character pours greater amounts of Essence into an arrow, and it roars and flashes with Essence as it streaks toward its target. The arrow flies faster and straighter than normal, adding one die to the character’s Archery pool. Also, for every mote of Essence the character spends on the Charm, it adds two points to the base damage of the arrow. The Exalted cannot spend more motes of Essence activating this Charm than her permanent Essence rating. Characters using this Charm must spend at least one mote to do so — the Charm cannot be activated “for free” to gain the bonus die to the character’s Archery pool.

As the Charm’s name suggests, if fired on a high arc through the air, the arrow forms a beacon that can be seen for miles. Arrows that have had the Dazzling Flare Attack Charm used on them are burned to fine gray ash and cannot be recovered.

 

Phantom Arrow Technique

Cost: 1 mote per arrow

Duration: Instant

Type: Supplemental

Minimum Archery: 3

Minimum Essence: 2

Prerequisite Charms: Fiery Arrow Attack

The bane of the archer is his dependence on ammunition. Through the use of this Charm, the Exalted can transcend the need for ammunition, at least while he possesses the Essence needed to power this Charm. As the character draws his bow, he shapes a mote of Essence into a glittering arrow. This arrow has normal range and damage, but winks out of existence a few seconds after impact. The Essence Arrow can be Comboed with Charms such as Dazzling Flare Attack or Rain of Feathered Death, allowing a character to conjure powerful attacks from thin air.

 

Solar Spike

Cost: 1 mote per 2 dice of damage

Duration: Instant

Type: Simple

Minimum Archery: 4

Minimum Essence: 2

Prerequisite Charms: Phantom Arrow Technique

The character pulls a blazing bolt of Essence across her bow. This is fired as a normal arrow, but does a base damage of twice the number of Essence motes that the character spent conjuring the Solar Spike. A character cannot spend more motes of Essence conjuring a Solar Spike than she has dots in the Archery Ability. The Solar Spike moves as quickly as a flash of lightning and is not subject to penalties for range or wind, though poor visibility can hamper shooting. A Solar Spike can be fired out to a distance of (the firing character’s Essence x 100) yards.

Regardless of the target’s soak, Solar Spikes that strike demons, undead and other creatures of the night will always roll at least as many dice of damage as the firing character’s Essence. Solar Spike is not compatible with arrow-enhancing Charms such as Fiery Arrow Attack and Rain of Feathered Death. The damage of the Solar Spike is determined only by the amount of Essence the character spends on the bolt and the number of extra successes she rolls on her attack — do not add the damage of the bow.

 

Immaculate Golden Bow

Cost: 5 motes, 1 Willpower

Duration: One Scene

Type: Simple

Minimum Archery: 4

Minimum Essence: 3

Prerequisite Charms: Phantom Arrow Technique

The Exalted can not only substitute his Essence for ammunition, but for his weapon as well. Through this Charm, the character shapes Essence into a deadly bow. As an extension of the character’s anima, each bow is unique to the Exalted who conjured it. All, however, have the same statistics — they do the character’s Strength + Essence damage and have the range of a compound bow. The Immaculate Golden Bow does not come with ammunition, so characters without arrows will need to use Phantom Arrow Technique.

 

Rain Of Feathered Death

Cost: 3 motes per duplicate

Duration: Instant

Type: Supplemental

Minimum Archery: 4

Minimum Essence: 3

Prerequisite Charms: Phantom Arrow Technique

The character bundles Essence tightly around the arrow as she fires, and as the shaft arcs toward the target, it is multiplied. Use one attack roll for all the arrows, but apply the damage from each of them separately. The character cannot create more duplicate arrows than her Essence score. All the arrows in the Rain of Feathered Death must attack the same target.

 

Bolt Of Fiery Devastation Technique

Cost: 10 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Archery: 6

Minimum Essence: 6

Prerequisite Charms: Solar Spike

The character pulls a bolt of fiery Essence across his bow. The character makes a normal Dexterity + Archery roll, but the base damage is equal to the character’s Permanent Essence. This damage is aggravated. The bolt moves as quickly as a stroke of lightning. Its deadly power is not subject to penalties for range or wind, though poor visibility can hamper shooting. These bolts can be fired to a distance of (firing character’s Essence x 100) yards.

 

Inexhaustible Bolts Of Solar Fire

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Archery: 5

Minimum Essence: 4

Prerequisite Charms: Solar Spike, Rain of Feathered Death

The character can fight an entire battle without needing to worry about arrows. For the rest of the scene, every time the character shoots her bow, she fires a bolt of concentrated solar Essence that does the same base damage as any type of arrow she desires. These arrows are not subject to penalties for range or wind, though poor visibility can hamper shooting. These bolts have the normal range for arrows fired from the type of bow the character is using.

 

Shot Without Distance Exercise

Cost: 4 motes

Duration: Instant

Type: Supplemental

Minimum Archery: 5

Minimum Essence: 4

Prerequisite Charms: There Is No Wind

The character’s Essence propels the arrow at the speed of thought. Environmental penalties do not apply to the character’s Archery attack, be they for range, high winds, bad weather, bad ammunition, exceedingly difficult called shots or any other external factors. In addition, this shot has no range limitations. As long as the firing character can see the target, even if it is only a tiny dot near the horizon, the shot can hit this distant goal. If the character enhances her sight with a Charm such as Unsurpassed Sight Discipline, she can literally shoot the hat off of the head of a target five miles away. As with the Charm There Is No Wind, splitting a dice pool for multiple actions is not considered an environmental penalty.

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