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.