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Archery Charms

Excellency

Unobstructed Archer’s Aim

Cost: 1m/die; Mins: Archery 1, Essence 1

Type: Supplemental (Any roll); Duration: Instant

Keywords: Balanced, Excellency, Uniform, Wood

Prerequisite Charms: None

You flash your third eye open. Living things stand out with glowing auras; the undead are yawning black holes, notable for their absence.

Add 1 die per mote spent. Ignore 1 point of penalty from visual instruction per added die if the target is living or undead.

Essence 1

Sky-Calming Draw

Cost: 3m; Mins: Archery 2, Essence 1

Type: Supplemental (Attack); Duration: Instant

Keywords: Air, Uniform

Prerequisite Charms: None

You focus your breath and the world calms around you.

Extend the range of the attack by 1 band, out to maximum long range. If the weapon already has long range, add 1 automatic success on the attack roll.


Death From Nowhere

Cost: 4m; Mins: Archery 3, Essence 1

Type: Supplemental (Attack); Duration: Instant

Keywords: Air/Water, Balanced, Withering-only

Prerequisite Charms: Sky-Calming Draw

Your arrow cuts through the air like razor wind, or flashes out of sight like a shadow in the water.

Ignore (lower of Essence or Perception) points of Soak from armor.

AIM – Ignore (higher of Essence of Perception) instead.


Harvest of the Hunter

Cost: 1m; Mins: Archery 2, Essence 1

Type: Supplemental (Ammunition check); Duration: Instant

Keywords: Wood

Prerequisite Charms: None

Growing things long to be used in your glory. You coax the reeds and willows to give themselves up and become your ammunition.

Double 8s. As long as you have at least 1 success, you are guaranteed at least 1 arrow.

Outside of combat, refill your quiver.


Arrow Thorn Technique

Cost: 3m; Mins: Archery 3, Essence 1

Type: Supplemental (Attack); Duration: Instant

Keywords: Balanced, Dual, Wood

Prerequisite Charms: Harvest of the Hunter

Your arrow sprouts thorns and blossoms as it flies through the air.

Withering

Add +1 Overwhelming.

AIM – Add +(Essence) Overwhelming instead.

Decisive

Add (Essence / 2, round up) threshold successes on the attack roll as dice of damage.

AIM – Add (Essence) instead.


Boughs of Burning Autumn

Cost: 2m, 1i; Mins: Archery 4, Essence 1

Type: Reflexive; Duration: Instant

Keywords: Fire/Wood, Perilous

Prerequisite Charms: Harvest of the Hunter

Flame is born from wood.

This Charm may only be used on your turn. Reload a weapon with the Slow tag.

Essence 2

Life-Swelling Sap Strike

Cost: 3m (+1wp); Mins: Archery 3, Essence 2

Type: Simple; Duration: Instant

Keywords: Decisive-only, Wood

Prerequisite Charms: Harvest of the Hunter

Your arrow embeds into an opponent and sprouts into an entangling mass of vines and thorns.

Make a distract gambit. If successful, inflict a -1 mobility penalty on the distracted character for the rest of the scene. At the end of every round, the target loses 1i which you do not gain. He or his allies may overcome this hazard with a difficulty 3 miscellaneous action.

If your target is a minor undead, they are instantly reduced to dust; this may cost +1wp if they are sufficiently important.

WOOD AURA – You may use a standard decisive attack instead of a gambit.


Arbor Sentinel Technique

Cost: 4m; Mins: Archery 4, Essence 2

Type: Simple; Duration: One scene

Keywords: Wood

Prerequisite Charms: Life-Swelling Sap Strike

Your bow sprouts roots and becomes like a small tree, still perfectly shaped for use as a weapon.

Your bow is embedded in the ground and cannot be moved. It provides heavy cover and cannot be disarmed. It cannot run out of ammo. This Charm ends if you move further than close range from the bow.


Grasping Vine Shot

Cost: 3m; Mins: Archery 3, Essence 2

Type: Simple; Duration: Instant

Keywords: Wood

Prerequisite Charms: Harvest of the Hunter

Your arrow grows in midair, sprouting a sturdy trailing vine. Your firebolt trails braids of tangible smoke, thick enough to grab on to and warm, not burning, to the touch.

When you active this Charm, choose one of the following:

  • Grapnel. The projectile attaches itself to a surface within close range. The rope is exceptional equipment. You can use your reflexive move action to climb it (ascending or descending one range band), or to swing on it, which moves you one range band forward and (optionally) down. Other characters can’t move on the rope, but can use it as exceptional equipment to climb.
  • Hook. The projectile grabs an unattended object within short range, as long as it’s small enough to fit in your hands. It then retracts and drags the object to your feet.

If you have a relevant Craft, completing crafting objectives based on using this rope counts as a basic project and gives you silver XP.

Exceptional Equipment. +1 die to rolls that take advantage.


Drawing Lightning Style

Cost: 4m; Mins: Archery 4, Essence 2

Type: Supplemental (Aim); Duration: Instant

Keywords: Air, Aura, Perilous, Uniform

Prerequisite Charms: Death from Nowhere

Your arrow crackles with lightning as you draw it back. It shines like a torch and gusts of air lift your hair and garments.

On your next turn, you may make a decisive attack and apply the aim bonus to your damage roll instead of your attack roll.


Spring Follows Winter

Cost: 2m (+1m/die); Mins: Archery 4, Essence 2

Type: Supplemental (Attack); Duration: Instant

Keywords: Aura, Perilous, Uniform, Wood

Prerequisite Charms: Death from Nowhere

Just as leaves surely regrow on spring trees, your attack must surely hit its mark.

You must declare this Charm before your attack is rolled. After your roll, you may spend 1i per die to reroll up to (Essence) dice that came up as 1s.


Landslide Missile Attack

Cost: 2m, 2i; Mins: Archery 3, Essence 2

Type: Supplemental (Attack roll); Duration: Instant

Keywords: Decisive-only, Earth

Prerequisite Charms: Death From Nowhere

Your arrow is laden with Earth Essence, wrapped in a glowing white aura as it flies heavy.

AIM – Knock your target back one range band. If he ends up on any earth or stone surface, he is also knocked prone.


Nightshade’s Deadly Bloom

Cost: 5m, 1i; Mins: Archery 4, Essence 2

Type: Supplemental (Attack roll); Duration: Instant

Keywords: Decisive-only, Wood

Prerequisite Charms: Arrow Thorn Technique

Your arrow sprouts cruel, curling thorns, dripping with poison. Your fireblast is shot through with a sickening green that corrodes and bubbles as it burns.

You must have Initiative 10+ to active this Charm.

For this attack, your arrow is laced with the following poison:

Damage 2i/round (L), Duration (Essence + extra successes), penalty -3.