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No Remorse, No Mercy
Cost: --; Mins: Archery 5, Essence 4; Type: Permanent Keywords: None Duration: N/a Prerequisite Charms: Accuracy Without Distance
When the Lawgiver's Judgment is laid upon you, there is no possibility of escape. This charm permanently enhances it's prerequisite. Whenever Accuracy Without Distance is used in a combat situation, that charm now provides a number of automatic successes on the attack roll equal to the targets highest applicable DV. If both defenses are inapplicable against this attack, the charm thus gains no successes. When used outside of combat, such as during an archery contest or when attempting a trick shot, the Solar instead gains a number of successes equal to the difficulty of the shot as determined by the Storyteller and need only roll if the Threshold of the roll might be important.
If the Solar has Essence 5 or higher, she calculates the number of automatic successes this charm grants prior to applying the effects of inapplicability.
Commentary: Prototype "perfect attack" charm. More interesting, and Solar themed, than the Lunar equivalent.
Efficiency of Action Technique
Cost: --; Mins: Archery 3, Essence 3; Type: Permanent Keywords: Combo-OK Duration: N/a Prerequisite Charms: Flashing Vengeance Draw
The Lawgivers every action in war is poetry of form, a brutal and yet beautiful economy of motion that redefines ones conception of war. This charm permanently upgrades its prerequisite, giving it the Combo-OK keyword and allowing the charm to be used during the character's Attack actions to enhance the Speed of his attacks. When used in this fashion, the character lowers the Speed of a single Archery action by 2 (minimum 4). Note that the Speed of a Flurry is based on the action with the highest speed; this charm will have no effect unless it is applied to all Archery attacks in a flurry for its normal cost. If this charm is used within a combo as a Reaction, the Solar may only use reflexive charms from said combo until his first action.
Commentary: This is basically a speed enhancing charm that I attached onto a previous charm, as an upgrade. Given the existence of the prerquisite charm, and its function as a Initiative booster, it made more sense than creating an entirely new charm.
Sun Blackening Volley Technique
Cost: (2m); Mins: Archery 3, Essence 3; Type: Permanent Keywords: War, Obvious Duration: N/a Prerequisite Charms: Phantom Arrow Technique
Those who stand beside the heroes of the Sun need never fear running out of ammunition. This charm enhances its Prerequisite, allowing the Solar to use it to create enough Arrows for a group with a Magnitude no greater than her Essence. When used in this fashion, the charms cost increases to 2m. This charm may not be used to create a single large supply of arrows; all projectiles created last only one action. At Essence 4, when combined with a purchase of Inexhaustible Bolts of Solar Fire, that charm is further enhanced to provide this function without any further mote expenditure.
In Mass Combat, this allows the Solar to create enough ammunition for an appropriately sized unit to fire a Volley without depleting their number of shots. The Solar must either be the Leader of the unit, or serve as a Sorcerer, in order to provide this benefit. She also temporarily adds the Leader keyword to both Essence Arrow Attack & Trance of Unhesitating Speed for a single attack. The Solar can use those charms freely in Mass Combat, so long as she creates the projectiles for each attack in the Volley.
Commentary: I noticed the need for this charm while preparing for my first Mass Combat, but wasn't sure it was good enough for a charm in and of itself. The added effects to EAA and ToUS, though, help push it firmly into "charm territory" and overall I'm pretty happy with it. Between the charm itself and the possibility of a Trance Flurry the Charm itself can really live up to it's name. Now your enemies can fight you in the shade.