*This Charm allows Daredevils to use ranged weapons to parry attacks made by other ranged weapons, using their ranged Abilities and their weapon's Accuracy rating in place of a Defense rating when calculating their Parry DV.
*This Charm allows Daredevils to use ranged weapons to parry attacks made by other ranged weapons, using their ranged Abilities and their weapon's Accuracy rating in place of a Defense rating when calculating their Parry DV.
====Overwhelming Missile Storm====
====Overwhelming Missile Storm====
*'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Extra Action (Speed 6, DV -1)
*'''Cost:''' 6m, 1wp; '''Mins:''' Martial Arts 5, Essence 3; '''Type:''' Simple (Speed 6, DV -1)
*'''Keywords:''' Combo-OK, Obvious, Warstrider
*'''Keywords:''' Combo-OK, Obvious, Warstrider
*'''Duration:''' Instant
*'''Duration:''' Instant
*'''Prerequisite Charms:''' Devil-May-Care Evasion, Interception and Elimination Kata
*'''Prerequisite Charms:''' Devil-May-Care Evasion, Interception and Elimination Kata
*This Charm permits a Daredevil to fire a volley of dozens of glowing bolts of concentrated essence, the volley can attack up to (Archery or Martial Arts) targets. For each target, roll (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. Each successful hit deals ([Essence] x 3) dice of lethal piercing damage. Extra successes on the attack roll do not add to damage, and this attack cannot be dodged or parried without a stunt or magic.
*This Charm permits a Daredevil to fire a volley of dozens of glowing bolts of concentrated essence, the volley can attack up to (Archery or Martial Arts) targets. For each target, roll (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. Each successful hit deals ([Essence] x 3) dice of lethal piercing damage. Extra successes on the attack roll do not add to damage, and this attack cannot be dodged or parried without a stunt or magic.
High-Flying Daredevil style is a Terrestrial Martial Art developed in the First Age by the Chosen of Journeys Roi Fokka for use in variable warstriders (colloqiually referred to as "Valkyries"). With the fall of the Shogunate, knowledge of the style in Creation died out, with only a few Sidereals retaining its techniques. It is usable in armor, including warstriders, and has no form weapons. It is elementally neutral.
New Keyword:Warstrider: Charms with this keyword can be used from inside warstriders, but doing so counts as channeling Essence through them, which can damage common and scout warstriders.
Motonic Afterburner Surge
Cost: 1m; Mins: Martial Arts 1, Essence 1; Type: Reflexive
Keywords: Combo-OK, Obvious, Warstrider
Duration: (Essence) ticks
Prerequisite Charms: None
Activating this charm increases the Daredevil's per-tick movement rates by (Essence x 10) yards. Using this Charm causes a trail of cloudy white Essence to coalesce behind the character as he moves.
Essence Missile Method
Cost: 1m per 1L; Mins: Martial Arts 2, Essence 1; Type: Simple (Speed 4, DV -1)
Keywords: Combo-OK, Obvious, Warstrider
Duration: Instant
Prerequisite Charms: Motonic Afterburner Surge
This Charm permits a Daredevil to fire a glowing bolt of concentrated essence toward a target. The bolt is targeted with (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. The bolt inflicts one die of lethal piercing damage per mote spent up to a maximum of (Essence) motes.
High-Flying Daredevil Form
Cost: 5m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 5, DV -0)
Keywords: Form-type, Warstrider
Duration: Scene
Prerequisite Charms: Essence Missile Method
This charm provides two benefits to the Daredevil:
It allows him to channel Essence through his warstrider without damaging its components.
It provides an additional bonus die to stunts performed while piloting a warstrider. This bonus die does not affect the rewards from stunting.
This Charm allows Daredevils to use ranged weapons to parry attacks made by other ranged weapons, using their ranged Abilities and their weapon's Accuracy rating in place of a Defense rating when calculating their Parry DV.
Overwhelming Missile Storm
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 6, DV -1)
Keywords: Combo-OK, Obvious, Warstrider
Duration: Instant
Prerequisite Charms: Devil-May-Care Evasion, Interception and Elimination Kata
This Charm permits a Daredevil to fire a volley of dozens of glowing bolts of concentrated essence, the volley can attack up to (Archery or Martial Arts) targets. For each target, roll (Dexterity + Archery) or (Dexterity + Martial Arts), whichever is preferred, with an Accuracy bonus equal to the Daredevil’s Essence and a range of (Essence x 50) yards. Each successful hit deals ([Essence] x 3) dice of lethal piercing damage. Extra successes on the attack roll do not add to damage, and this attack cannot be dodged or parried without a stunt or magic.