Archery

From Solaradvproj

Contents

[edit] Seeking Missile Methodology

---, Archery 5, Essence 3
Permanent
Combo-Ok, Obvious, Counterattack
There is no Wind.
Upgrades There is No Wind to: Ignores all cover, even 100% though the Archer must actually know the target is there. Know, not guess. It negates all non-magical penalties to the attack. If it hits, it ignores armors soak. Increases the cost of There is no Wind to 3 motes.


COMMENTS: The normal mote cost for There Is No Wind is already three motes, and can be five motes should the Solar wish to increase the range of his or her weapon, so the purpose of the last sentence of this Charm isn't really clear: does this Charm also reduce the mote cost of making a shot out to the Solar's maximum visibility range to be the same as making a shot out to the Solar's weapon's normal maximum range? Or does this permanent upgrade cost three motes per activation to utilize? Additionally, the only penalties There Is No Wind doesn't ignore are wound penalties- which it shouldn't ignore- and multiple action penalties- which it also shouldn't ignore. Does this Charm allow it to ignore those two types of penalties?


[edit] Rapid-Fire Concentration

6 motes, 1 wp. One Scene, Simple
Archery 5, Essence 5
Combo-Basic, Obvious
Trance of Unhesitating Speed
Each Archery attack roll once, apply twice: take onslaught like two attacks, roll damage twice. Applies to Flame Weapons. Any attack made with Archery weapons apply, even if used with MA charms such as Righteous Devil Style or Wood Dragon Style. 1 mote surcharge added per shot for siege weapons (i.e. Large Essence Cannons, Implosion Bows, etc.) Adds 1 to the number of attacks that can be made with Archery Extra Actions charms. Each attack still counts as two. If applying a supplemental Charm to the attacks, must be paid for twice in order to achieve the effects twice.
If comboed with an effect such as Our Arrows Will Blot Out the Sun, this charm allows the Solar to affect targets on a scale of Magnitude, rather than on a personal level


COMMENTS:"Each attack still counts as two" -- so with Our Arrows will Blot Out the Sun, instead of 5 times against 500 targets, it's 10x against 500 targets? The provision for extra action charms seems a bit strong to me, but I suppose at essence 5 it's kind of appropriate... Maybe a 1m surcharge on extra action charms, per extra action enhanced by it...


This Charm is... very, very powerful, but also seems to still need work. It seems like it's a scene-long version of the Lunar charm Twin-Fang Technique (p 154 of MoEP: Lunars) that has several additional effects. For starters, it applies to siege weapons, albeit for a 1m surcharge per shot, which usually cannot be used with any Archery Charm that isn't an Excellency. Then, it goes on to add to Archery Extra-Action Charms in a manner similar to Invincible Fury of the Dawn by increasing the maximum number of Actions they allow by one. These two additional effects just serve to make the Charm more complex than it already is- simple is good, and without these two additional powers, Rapid-Fire Concentration would be rather simple. It might be better to lower the minimum Essence of this Charm to 4 and eliminate the additional powers altogether: a scene-long version of Twin-Fang Technique is vicious enough. The rest doesn't really fit; maybe they could be improved a little and then made into Charms of their own.

Finally, as this Charm seems to focus on attack duplication, wouldn't it make more sense if Rain of Feathered Death were one of it's prerequisite Charms?


[edit] Our Arrows Will Blot Out the Sun

8 motes, 1 willpower Archery 5, Essence 5
Instant, Simple
Combo-Basic, Obvious
Rain of Feathered Death
One attack roll applied [Essence] times to all targets within [Essence x 100] yards. Does not cost more with firewand. When used with firewand, often called “Rain of Hellfire”


COMMENTS:

So, for 8 motes and 1 willpower at Essence 5, you could hit everything in 500 yards 5 times. Slightly curious here. Does that mean if you combo the First Excellency or another Charm into it, you only have to apply it to the initial hit since it simply replicates? Also, I can't help but compare this against Thumbnail Spider March, an SMA Charm that costs 12 motes, 1 willpower, works as an extra action charm, requires 6s in Essence and MA, and only allows one to make 3 attacks. Plus a little bit extra, I grant it, and balancing Charms isn't an expertise of mine. I guess this still seems overpowered, even for Essence 5.


This Charm seems like it could use some more work. For one thing, it lacks the normal 'strike everything' Archery Charm as a prerequisite- Arrow Storm Technique. At Essence 5, the Solar makes one attack roll, which can be enhanced by Reflexive Charms (so, Excellencies, non-Solar Charms, or custom Solar Archery Charms), and applies it 5 times to everything within 500 yards. Not only is there no way to protect anyone in the area of effect from the attack, but there's also no way to target where the area of effect is centered. If you'd rather hold true with the name, then I'd suggest pursuing an alternate approach: the Solar makes a single Archery attack, and hits everything within (Essence x 10) yards of the target (Essence) times. If used in Mass Combat, the Solar instead makes a single Archery-based attack and apply it as (Essence x 5) separate Archery attacks, all against a single unit. This reduces the likelihood of player-killing drastically, and while it reduces the Area of Effect, is still very powerful.


[edit] Deadly Warhead Techinque

8 motes. Archery 5, Essence 5
Instant, Simple
Combo-Ok, Obvious, Holy
Essence Arrow
One attack roll, area of effect Essence x 10 yards, Base damage x 5, creatures of darkness take Agg. On next action, second detonation as though same # of successes. Destroys scenery.


COMMENTS: This Charm is incredibly powerful and ought to have a few other Charms as prerequisites- Rain of Burning Sparks and Bolts of Solar Devastation seem to be good Prerequisites for this, as one is about changing the nature of the attack to an area of effect attack, and the other is about hugely powerful essence arrows. There are some issues with the mechanics of the Charm. First, as it is right now, the entire attack is negated if anyone in the area of effect successfully defends against it. Adding the line (taken from Death of Obsidian Butterflies) "Each attack is independent, so magic and penalties that reduce the attack do not help others defend" to the text, somewhere, would get rid of this problem. Second, it isn't clear where the area of effect is centered- as it is right now, it could be anywhere. It looks like it's supposed to be centered on the target of the attack, however, but it isn't specified. Third, there appears to be no way to prevent allies who are caught in the area of effect from being affected, which is likely going to make the Charm next to useless unless players are fans of team-killing. Fourth, the base damage of the attack seems to be both lethal and independent of the type of arrow used, but doesn't specify- as it is right now, a Solar who uses Fowling Arrows would have an explosion of bashing damage, while a Solar who uses target arrows would have a Piercing explosion. Sixth, there doesn't seem to be any logical reason for the second explosion, or how it works- it mentions the number of successes on the previous detonation, but at no point does the detonation use the number of attack successes rolled to determine anything. Seventh, there's no mention of whether the arrow survives the blast- logically it wouldn't, but its not specified.


[edit] Mote-Scattering Shot

4 motes. Archery 5, Essence 3
Instant/Supplemental
Combo-Ok
Accuracy Without Distance
Rather than do damage, the attack forces the target to lose 1 mote per damage die that would have been rolled. Lost motes are recovered normally. This becomes a Reflexive (Step 10) Charm at Essence 5.


COMMENTS:
I really like this one. Very useful, if a little selective. And I always love Charms that scale.


[edit] Vehement Bolt of Destruction

5m; Archery 5, Essence 3
Instant/Simple
Combo-Ok, Obvious
Forceful Arrow, Essence Arrow Attack
Drawing his ammo across his bow or aiming his fire wand the Lawgiver flares with brilliant essence that shimmers through his weapon. As he fires his attack a brilliant eruption of Essence explodes from the point of his ammo’s take off: the ammo itself is consumed by passionate, burning essence that turns it into a streak of fiery destruction that trails blistering motes of gold and crimson essence as it flashes across the battlefield. The Solar makes an archery attack as normal but the base damage of the attack is changed to aggravated.


COMMENTS: The Melee Charm Burning Edge has more or less the same effect as this one, and has a Willpower cost: shouldn't this Charm have one, too? Additionally, Archery Charms are generally Supplemental rather than Simple- even Arrow Storm Technique and Rain of Feathered Death, which seem like textbook Simple Charms, are Supplemental. What makes this Charm the exception?


[edit] Bolts of Solar Devastation

---; Archery 5, Essence 4
Permanent
None
Vehement Bolt of Destruction
This Charm enhances the Charm Vehement Bolt of Destruction: it changes its type from Simple to Supplemental, allowing it to be used more often. The more that the Charm is used in a tick the greater the cloud of burning essence is that trails off from the attack. Entire fields and forests have been decimated by so much violent essence expenditure and fledgling Solar-aspected demesnes have been birthed in an overt display of this Charm’s use.


COMMENTS:


[edit] Perfected Solar Archer’s Assault

10m, 1wp; Archery 5, Essence 5
One Scene, Extra Actions
Combo-Ok, Obvious
Infinite Archery Mastery, Archery Essence Flow, Arrow Storm Technique, Accuracy without Distance
Essence colored in the identical manner as the Lawgiver’s anima flows outward from his caste mark to cover his entire body in lambent, billowing essence-flame. In every action he unleashes a hail of arrows as easily as he can hold a conversation, face a squad of Anathema-slayers or repair the broken bodies of his fallen allies.
This charm gives the Solar a free, independent action which can be used only for Archery-based attacks. It is compatible with archery charms and effects and can be flurried normally without affecting your normal action. It is freely compatible with similar charms in other abilities that also allow a free action, allowing you to have multiple free actions. This Charm is explicitly compatible with the effects of Rapid-Fire Concentration.


COMMENTS:Perhaps this should be essence 5 or 6 to keep it more in line with another Wholly Independent Actions Scenelong Charm from Charcoal March of Spiders, as mentioned earlier...


[edit] Regnant Golden Streamer

4m; Archery 3, Essence 4
Instant/Supplemental
Combo-Ok, Obvious
: Phantom Arrow Technique
The Lawgiver unleashes an attack that is completely consumed by radiant essence. His attack moves as quickly as a ray of light and is just as nearly impossible to defend against. This attack is explicitly Unparriable and Undodgeable.


COMMENTS: Just to clarify- the attack can still be dodged by effects that can dodge undodgeable attacks, and can still be parried by effects that can parry unparryable attacks, right? If so, then this Charm is fine by me, though it's Minimum Archery and Minimum Essence seem a little mixed up.


[edit] Rain of Burning Sparks

5m; Archery 4, Essence 3
Until Next Action/Supplemental (Step 7)
Combo-Ok, Obvious
Regnant Golden Streamer
Even the bravest Solar archers know that their assaults can be avoided either through advanced training or the application of powerful defensive Charms. This Charm punishes even the most agile of foes and tests their resiliency.
This charm suppliments an archery attack made by the Solar. This attack becomes an Environmental Effect dealing Base Damage each tick to everyone within the Solar's (Essence) in yards until the Exalt's next action.
The initial attack can be parried normally, but this does not prevent the subsequent environmental effect. The damage caused by the environmental effect can be defended against normally using perfects and soak enhancing charms, charms which prevent environmental damage or by moving out of the range of the attack.


COMMENTS:
Very inventive and imaginative. Works a lot like something I once had, only yours has much tighter writing.


As per the definition of 'attack' in the 2e Corebook, all that this Charm does is change what kind of attack the character's attack is: rather than be an Archery attack that can be dodged or parried, it becomes an environmental attack that can be resisted through the use of appropriate rules and Charms. However, there're three problems, two of which are directly related to the Charm's primary effect, and one of which is more of a clarification issue. First, environmental effects always have a minimum damage of 1, so the CHarm effectively reduces the Solar's minimum damage. Second, the Charm does not list a Trauma rating for the environmental effect. Finally, the Charm's text isn't clear- does the environmental attack apply to everyone within (Solar's Essence) yards of the solar, or of the target? Oh, and one last note- this Charm has a lower minimum Essence requirement than it's prerequisite Charm.


[edit] Rain of Luminous Threads

8m, 1Wp; Archery 5, Essence 4
Instant/Simple
Combo-Basic, Obvious
Rain of Feathered Death, Vehement Bolt of Destruction
The Lawgiver’s power of destruction is beautiful to behold even in its most terrifying. When this Charm is used the Solar’s weapon glows along the most geomaniticley positive lines that it possesses as he readies his attack. Drawing his arrow across his bow or aiming his fire-wand his ammo glows as brilliant as his anima, and with similar colorations, as if he had spent 8 to 10 motes. In its final display the Lawgiver’s shot explodes into a host of radiant ribbons that flicker with the color of his anima on one side and a prismatic sheen on the other that fly gracefully towards his foe.
This Charm costs 8m and 1wp and for that cost the Solar may apply his archery attack a number of times against a single foe equal to his Essence, this includes all supplementing and reflexive Charms that effect that attack. Although this seems an identical effect as Rain of Feathered Death it has a few different effects. The Solar still makes a single attack roll but each deadly-beautiful ribbon strikes moments after the last requiring the target to apply a single DV (either dodge or parry, he cannot rotate between them) to each ribbon and he suffers normal Onslaught penalties for those attacks. This also means that the target must apply any defensive Charms multiple times if he wishes to benefit from them against all the ribbons but, as a special exception; he may only use a counter-attack Charm once against the Solar.


COMMENTS: As a Combo-Basic Charm, this Charm cannot be Comboed with Supplemental, Simple, Permanent, or Extra Action Charms; only Reflexive ones. The only Reflexive Charms that can enhance this attack would be custom Charms, non-Solar Charms learned by an Eclipse, and the First, Second and/or Third Archery Excellencies. Nothing else would work for a legal combo. Thus, there are no Supplemental Charms enhancing the attack to be duplicated.


[edit] Solar Hunter’s Mandates

10m, 1wp; Archery 5, Essence 5
Instant/Simple
Varies
: Infinite Archery Mastery OR Archery Essence Flow, Accuracy Without Distance, Trance of Unhesitating Speed, Radiant Essence Bolt, Inexhaustible Bolts of Solar Flame
Within each of the hallowed abilities that are the Caste of the Dawn there are powerful Charms known only as Mandates. These Charms are among the most powerful of the Solar Exalted and, comparatively, among other beings as well.

The lesser Mandates, of which all possess a minimum ability and essence requirement of 5, possess three of the seven common edicts among the least of these Charms and when it is used he may activate a single of these edicts. Also, when this Charm is used, a scribe in the Crimson Panoply of Victory in Yu-Shan notes its use and if the attack was successful or not and whether its user was victorious it does not, however, mark exactly the user and the target.
The basic effects of this Charm are that it cannot miss its target because the Lawgiver has commanded it so: the attack is undodgeable and unblockable. Despite this level of perfection the attack is still rolled as normal applying all successes to damage as normal.
This is actually a series of Charms that must each be bought separately, such as Keen [Sense]Discipline. Each Charm costs the normal number of Experience or Bonus points.

  • Edict of Absolution:
    Keywords: Combo-Ok, Obvious,Shaping
    There is no question as to whether the Solar can strike his target, it is whether his target will be prepared for it. As the Solar launches his attack his caste mark burns brightly and his shot travels no more than a foot or two before it pierces reality like a stone landing in a pond and vanishes, leaving reality to ripple like the surface of water. A moment later the Solar’s attack appears a similar distance from his target striking him with the full brunt of the Solar’s attack. Upon the point of impact the Solar’s Caste mark explodes as a radiant mandala around his target.
    The target of this attack rolls his Essence against a difficulty of 2 and if he is successful then the Mandate’s strikes the Solar’s target no matter his distance or location within reality. The attack strikes at him and the target knows who has attacked him. This attack cannot be countered against unless the target has a similar far-reaching strike. Even this basic effect is a [perfect] surprise attack that can only be detected with Charms, but any Charms supplementing the attack fail to activate and the attack gains only the bonuses from this Charm. If the roll fails then the attack is not only a surprise as a successful roll but is also fully supported by all supplementing Charms. A botch not only applies all the effects of a failed roll but, at the Solar’s choice, instantly teleports his target to him and they engage in immediate combat with the Solar acting on tick 0 no matter the rolls of his opponent.
  • Edict of Defeat:
    Keywords: Combo-Ok, Obvious, Crippling
    Though the very use of the Mandate attack is a potent deterrence for his foes and, usually, leads to their defeat this edict works to command it so. The Lawgiver’s strike damages his foes body, but it cripples his Essence as well. When the Solar launches this edict at his foe he must chose a single ability to which he wishes to cripple within his target and the essence of this strike, much like a mortal hamstring, wounds the target’s power to access that ability. The attack causes an essence eruption from his weapon as it is fired that looks like hundreds of coin shaped images of his caste mark that twinkle and vanish as they bounce of the ground and surrounding area. A foe affected by this edict has a noticeable scar from the impact that looks like a brand the shape of the Solar’s Caste mark and an Essence one on his Anima, if the target possesses one.
    The target of this edict rolls his Essence against a difficulty of 2 and on a success then the named ability’s dice pool is reduced by 5 for the rest of the story. This reduction cannot reduce the total dice pool in that pool below 0, but if it would have been negative then any Excellencies or effects that would directly affect that pool must overcome the negative number first before raising the pool above 0. If the roll is a failure then the dice pool of that ability is reduced to 0 before Charm use. To apply any Charms that would directly affect that dice pool or that are derived from that ability cost 1wp to ‘unlock’ until the target’s next action. After spending a number of points of willpower equal to his own Essence the target overcomes this surcharge for the scene. If the roll botches then not only is the dice pool reduced to 0, but the target cannot use any Charms that would directly affect or that are derived from that ability unless he willing spends a number of willpower equal to his Essence score and a number of aggravated health levels equal to half that number, rounded down. Doing so frees him of the effect of this edict for one scene or reduces its overall effect to that of a failed roll for the rest of the story.
  • Edict of Perfection:
    Keywords:Combo-Ok, Obvious, Compulsion
    Of all the edicts this one is an overt display of the inherent perfection that Solars more readily command than any other Exalted and almost all other beings, save the Incarana and the Primordials. A Mandated attack powered by this directive is nearly unstoppable and it undoubtedly announces its use to those nearby and within heaven: in the Crimson Panoply when this directive is used it notes for sure the user. As the Solar draws or aims his attack his anima erupts around him as if he had spent 15 motes and it billows as if in a celestial breeze that blows against his strike and his ammo glows a brilliant white. As he launches his attack his anima leaps, briefly, to the 16 mote range before settling down again. His attack soars through the air and his caste mark follows it infinitely as a radiant mandala behind it until it strikes its target with an explosion of essence that can only be described as awesome. The Solar's attack is so perfect, so flawless, that his foe realizes that resistance is futile.
    The target cannot use any charms in his defense against the Solar's attack. This is an unnatural mental influence and can be resisted by spending 3 wp.

COMMENTS: Overall: It seems like the presentation for these three Charms could be managed a bit more simplistically. Rather than redefine the entirety of the mechanics for each of the three effects, wouldn't it be simplest to write one section with the overall effects of each, and then list the flavor text descriptions and effects of the Essence roll separately for each Charm? That way, you could state that the solar makes an Archery attack, using his or her Dexterity + Archery pool, which strikes even if the attack is reduced to zero or fewer successes, and then go on to describe each of the individual Charms different effects. Additionally, the charms "Inexhaustible Bolts of Solar Flame" and "Radiant Essence Bolt" aren't listed anywhere- the first is probably supposed to be Inexhaustible Bolts of Solar Fire, but the second doesn't seem too similar to anything I've seen before. Also, making this Charm Perfect in and of itself kind of makes Accuracy Without Distance seem like a speed bump; generally, Charms don't incorporate the entirety of the effects of their prerequisite Charms into themselves, to keep the prerequisites unique and useful.

Edict of Absolution: This Charm seems like its got a few more kinks that need working out. First of all, the Charm's flavor text could be read as extending the range of the Solar's Archery attack: whether or not it does this is not addressed in the rest of the Charms' text. Additionally, the way it's written right now, the Charm seems like it can't be defended against at all: the only possible way given is through the Essence roll, and even if the target is successful on it, he or she is still struck. This may be intentional, to force characters to use Perfect defenses, but it might confuse people into thinking that it can't be defended against with even a Perfect defense. At the moment, there's actually nothing in the Charm's text which states that the Solar so much as makes an Archery-based attack roll: it implies that he or she ought to, but never states it flat out. The use of the word 'countered' also throws things off a little bit- does this mean that the target cannot use an effect with the Counterattack keyword in response to this Charm, and if so, what about this magic prevents the use of, say, Leaping Dodge Method? Another thing- do the Supplemental effects that 'fail to activate' still cost the normal number of Motes, or are the motes never spent as the Charms fail to apply? And, if it's the latter case, how does this function in a Combo, when all of the Supplemental Charms /must/ enhance the Simple action- all of a sudden, they can't any more, so is it still a legal and useable combo? The sentence describing the effects of the Charm when the target fails the Diff. 2 Essence roll needs to be reworded- it's kind of confusing as it is right now. Finally, the 'botch' effect doesn't seem to be too logical in the rare case in which a character does successfully defend against the attack: even if the target manages to swat the attack aside or dive out of the way, would he or she still be teleported in front of the Solar? And, if he is poof'd to the solar's side, where does the solar's Join Battle advantage come from? In all honesty, I really see this Charm as an attempt to avoid having to make a custom archery Charm for surprise attacks, and then comboing it with Accuracy Without Distance...

Edict of Defeat: Again, it seems like the only way to defend against this Charm is to make an Essence roll- and there is, again, no solid and direct indication that an Archery attack ought to be made. Also, this effect seems to be particularly and rather excessively crippling even in it's most basic form- it can not only eliminate the Ability's worth of dice, but appears to also be able to reduce non-Ability related dice, like Attribute dice or just general dice bonuses, such as stunts. Additionally, high-Essence characters that fail or botch the Essence roll are worse off than low-Essence characters that fail it- an Ess 2 Dragon-blooded need only spend one point of temporary Willpower to be able to use his (Ability)-based Charms for the scene or to enhance the reduced (Ability) pools with Excellencies, whereas an Ess 10 Third Circle Demon has to spend ten points of Willpower to do the same for the remainder of the scene. Throw in the Health Levels for a botch, and it's even worse. One would think that High-Essence characters would be more resistant to the effect, rather than be more vulnerable to it. Finally, the majority of this Charm's text is kind of unclear and probably ought to be rewritten: it makes sense if you re-read it a couple times, but at the first glance over, it's more than a little unclear.

Edict of Perfection: Did Yoda write this? "in the Crimson Panoply when this directive is used it notes for sure the user" seems like something he might say, if he played Exalted. The rest of the Charm's text could use work, too. And, while I genuinely despise it's effect, it seems balanced and clear.


[edit] The Mandate of the Arrow

20+m, 2+wp; Archery 6, Essence 6
Instant/Simple
Varies
 : Both Infinite Solar Mastery and Archery Essence Flow, all three Archery Excellencies Solar Hunter’s Mandate
Like the Solar Hunter’s Mandate, this Charm is a powerful one but its power outstrips even its predecessor in power and effect. It has the base effect as the Charm Solar Hunter’s Mandate except that this Charm cannot be benefited by any of that Charm’s ‘lesser’ edicts. Built within the fabric of this Charm are three edicts that span the fabric of every being ever born, created or formed from nothing by its self. The scope of these edicts is much more powerful then its weaker predecessor and they are the edicts of the Body, the Mind and the Spirit. Like its predecessor this is one Charm that includes a cluster of three, which much each be purchased separately at full experience costs.

  • Edict of the Body:
    Keywords:Combo-Basic, Obvious, Crippling
    The attack gravely cripples the Lawgiver’s target before the attack’s damage is even applied. This charm enhances an Archery attack. Before damage is applied, fill in all -0 and -1 health levels. If the target is a mortal, these health levels are permanently lost unless a charm-based Medicine can heal the Crippling effect. Exalts have to first "heal" the lost health levels back, as though they were a mortal, before they can heal the damage to those health levels normally.
  • Edict of the Mind:
    Keywords: Combo-Basic, Obvious, Compulsion
    Fear and anguish wrack the target’s mind as he looks upon this attack. The target of this attack must roll Valor with a difficulty equal to the Solar's Essence or be overcome with awe and terror at the Solar's majesty and skill. While under this Unnatural Mental Influence, the target can do nothing but cower in fear and worship or run away. This effect can be resisted for 3 WP. Additionally, even if the target resists the compulsion, the Solar reflexively rolls Essence + Archery against the target's MDDV. If successful, the target immediately gains the Intimacy "never oppose (the Solar)", which can be overcome normally.
  • Edict of the Soul:
    Keywords: COmbo-Ok, Obvious, Shaping
    The Solar fires a single shot which glows the radiant colors of his anima, trailing with vibrant, coruscant streams of light. This strikes its target straight through and tears out the other side, leaving behind a gaping, glowing wound. The light from this wound pulses outward through the target's body as the Solar's ammuntion tears apart the workings of the target's very soul.
    This charm is a Shaping effect against the target's soul. Using this charm adds 1 to the Solar's Limit. Exalts and mortals must roll their 2 highest Virtues, difficulty equal to the Solar's Essence. If successful, the Hun so remains in control of the body, while their P'o wanders as a Hungry Ghost for a number of nights equal to their Essence. If they fail the roll, their Hun soul is transformed into a ghost for a number of nights equal to their Essence, and considers its body to be its largest fetter. The P'o soul controls the body, having access to all of the targets abilities and reflexive charms, but is concerned solely with its own pleasure and gratification. It is considered to have Conviction and Valor 5 and Compassion and Temperance 1 for the duration of the effect.
    Spirit beings - such as Demons and gods - are not split apart by this charm, but the horrible rending inflicts twice the Solar's Essence in automatic health levels of unsoakable aggravated damage.
    Finally, the Raksha are not damaged by this charm at all. Instead, it attacks the seats of their "virtues", their feeding Maws. The Solar rolls Essence + his highest Virtue against the Raksha's Essence + the same virtue. If successful, the Raksha cannot feed for a number of days equal to its Essence.

COMMENTS: Overall: The prerequisite Charms could use clarification: does the SOlar need to have all of the Solar Hunters Mandates, or just one? And, if it is just one, which one?

Edict of the Body: This Charm is vicious, though it has a few minor things that need clarification. First, the text of the Charm says that it enhances an Archery attack, which is something that a Supplemental Charm would do: it might be better to say that the Charm allows the Solar to make a single Archery-based attack if the Charm is supposed to be Simple, and not Supplemental. Second, the Charm's text implies that CHarm-based healing and only Charm-based healing can mend the wounds it deals, and that healing artifacts and other magical healing effects would have no effect.

Edict of the Mind: Does the awe and majesty that overcome the target's mind prevent him from making any kind of defense? The mechanical effect of this Compulsion isn't clear. Additionally, if the target fails to resist the initial effect of this Charm, does the Solar still need to reflexively roll Essence + Archery to inflict the Intimacy? Wouldn't said Intimacy be an Emotion effect, too? And, what rating is that Intimacy created at- an intimacy that isn't to-the-bone is rather easy to get rid of, after all, while one that is will take a lot of work to eliminate. Finally, given it's prerequisites, this Charm is, without doubt, overpriced in terms of mote and WP costs.

Edict of the Soul: No comment- as far as I know, there's nothing else that can do anything like this, so I can't compare it to anything else for balance or similar.


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