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Character:Sister Mercy
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==Archery== There Is No Wind (Cost: 3m or 5m; Mins: Archery 4, Essence 1; Type: Supplemental; Keywords: Combo-OK; Duration: Instant; Prerequisite Charms: Any Archery Excellency) This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range. Accuracy Without Distance (Cost: 1m, 1wp; Mins: Archery 5, Essence 3; Type: Supplemental; Keywords: Combo-OK, Obvious; Duration: Instant; Prerequisite Charms: There is No Wind) This Charm supplements the player’s Archery roll and guarantees that the arrow hits. This Charm can be used in archery contests and for trick shots—such as severing a rope from afar—but it is most often used in attacks. Resolve such attacks normally. If he attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes. This Charm does not change the normal rules for valid targets—shooting “the gap in his armor” does not allow the Exalt to bypass armor soak, nor does this Charm allow the Exalt to fire through a stone wall or beyond the maximum Range of his bow without additional magic. Forceful Arrow (Cost: 3m; Mins: Archery 4, Essence 2; Type: Supplemental; Keywords: Combo-OK, Knockback, Obvious; Duration: Instant; Prerequisite Charms: There is No Wind) This Charm supplements an Archery-based attack. If the attack hits and rolls even one die of damage, the enemy’s player rolls (Stamina + Resistance) against a difficulty of (the attack’s post-soak damage dice). On failure, the attack knocks the enemy away from the Exalt a number of yards equal to the Exalt’s Essence. Objects do not get a roll, but are instead knocked back automatically if (the raw damage x 50) exceeds the object’s weight in pounds. Trance of Unhesitating Speed (Cost: 2m or 4m per attack; Mins: Archery 3, Essence 2; Type: Extra Action; Keywords: Combo-OK, Obvious; Duration: Instant; Prerequisite Charms: Any Archery Excellency) This Charm is a magical flurry of two or more Archery-based attacks. Each attack costs two motes, including the first, and the Exalt can buy up to (her permanent Essence + 1) attacks. This Charm lets the Solar make these attacks regardless of the weapon’s Rate, without multiple action penalties, and with a DV penalty equal to the highest penalty for any one attack. Some Archery weapons, such as firewands and siege crossbows, are difficult to fire rapidly. Characters using Trance of Unhesitating Speed with a weapon that has a Rate less than 1 must spend four motes rather than two motes on each attack. This Charm need not be Obvious if the character does not exceed the normal Rate of the bow, but it can be Obvious at any time if the activating character desires. Arrow Storm Technique (Cost: 8m, 1wp; Mins: Archery 5, Essence 2; Type: Supplemental; Keywords: Combo-Basic, Obvious; Duration: Instant; Prerequisite Charms: Trance of Unhesitating Speed) This Charm enhances an Archery-based attack. The Solar can apply this attack (for which he rolls only once) against (his permanent Essence x 3) valid targets. He cannot apply this attack to a single person or human-sized object more than once, but he can apply it repeatedly against the same military unit or larger object. This Charm requires that the character have separate ammunition for each target. The character can use this Charm even with weapons such as firewands that would normally require a reloading action between shots. Flashing Vengence Draw (Cost: 3m; Mins: Archery 3, Essence 2; Type: Supplemental; Keywords: Combo-Basic; Duration: Instant; Prerequisite Charms: Trance of Unhesitating Speed) The Exalt must have an Archery weapon available for use to invoke this Charm, but it need not be in her hands. This Charm enhances the Join Battle action, giving the Solar a number of bonus successes on the Join Battle roll equal to her Essence. This Charm immediately and reflexively draws and readies an available Archery weapon. Essence Arrow Attack (Cost: 2m; Mins: Archery 2, Essence 2; Type: Supplemental; Keywords: Combo-OK, Obvious; Duration: Instant; Prerequisite Charms: None) Fiery Arrow Attack: The Solar’s arrow (or appropriate ammunition) catches fire mid-flight. If the Solar’s Archery-based attack strikes a flammable material, this Charm ensures that it ignites. This Charm always destroys wooden ammunition when it’s used. Dazzling Flare: The Solar’s arrow (or other ammunition) glows with holy fire or brilliant sunlight. This Charm makes the Solar’s Archery-based attack Holy, and it inflicts aggravated damage against creatures of darkness (see p. 192). The arrow shines brightly enough to be seen for (the Solar’s Essence x 10) miles, if fired straight upward or otherwise unobstructed. Righteous Judgment Arrow: The Solar can spend a third mote on this Charm to add four extra dice of damage to the attack. This variation has a distinctive visual effect usually related to the character’s anima. For example, if a Twilight’s anima display shows a mandala of blue and gold light, her Righteous Judgment Arrow might have streamers of blue and gold that congeal into a mandala symbol in front of the target as the arrow hits. Phantom Arrow Technique (Cost:—(1m per attack); Mins: Archery 3, Essence 2; Type: Permanent; Keywords: Obvious; Prerequisite Charms: Essence Arrow Attack) This Charm permits a Lawgiver to make ranged attacks without using ammunition. Each such attack costs one mote of Essence. The Exalt can attack as if using any form of ammunition without Resources cost, such as a broadhead, fowling, frog crotch or target arrow. This Charm permanently enhances the Exalt’s capabilities. Therefore, shaping motes into ammunition is an unrolled reflexive action and not a Charm activation. Inexhaustible Bolts Of Solar Fire (Cost: 8m, 1wp; Mins: Archery 5, Essence 4; Type: Simple; Keywords: Combo-OK, Obvious; Duration: One scene; Prerequisite Charms: Phantom Arrow Technique) This Charm allows the Solar to shape arrows from ambient Essence at will for the remainder of the scene. Doing so functions as Phantom Arrow Technique but does not cost one mote of Essence per arrow. This Charm can create firedust charges in addition to the normal ammunition options. Ammunition created by this Charm adds one die to its normal damage and never strikes an unintended target. It will stop in midair for an instant before vanishing rather than hurt someone the Solar wishes spared. Heaven-Piercing Golden Prayer (Custom Charm; Cost: 5m, 1wp; Mins: Archery 4, Essence 3; Type: Simple (Speed 5); Keywords: Obvious; Duration: One scene; Prerequisite Charms: Phantom Arrow Technique) The Solar shapes his Essence into a Prayer Piece. Each such weapon has an appearance unique to the Exalt who conjures it. It’s Speed 5, has a Range of 50 yards, Damage ([Archery x 2] + Essence + attack successes + arrows), Rate (Essence ÷ 2, rounded down) and an Accuracy equal the Solar’s permanent Essence. The damage done by the Prayer Piece is automatically Holy and Piercing, and unlike normal Prayer Piece it needs no additional motes to fire. Answer to Vengence: Costs 2 XP or 1 BP. If you use Flashing Vengeance Draw, you can pay an additional 2 motes to reflexively invoke your Heaven-Piercing Golden Prayer (paying and committing all costs normally) as part of it.
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