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Revision as of 09:02, 3 April 2010
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Basic Melee
Thanks willows for inspiration on the last one!
Flash-Fire Defense
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
Like an expontaneous explosion of firedust, flame pours out of the Dragon-Blooded, and his movements are just as sudden and unpredictable, a surge of movement following the fire and interposing his weapon in front of any incoming strikes! The Exalted can improve his Parry pool with this Charm, at the cost of one mote of Essence for every two dice added to his Parry pool for this Parry attempt. As with most charms of this type, no more dice can be added than the character's Melee trait plus relevant specialties.
Flickering Flame Feint
Cost: 2 motes per reroll
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: Stoking Bonfire Style
Flames flicker, appearing to swing one way, but moving to swing another completely different... and burning all the same. Just like flames, the Exalted's Melee strikes change direction during the movement, only to swing in a completely different way, just as deadly. Using this Charm, the player may reroll the character's Dexterity+Melee completely. She can reroll a number of times equal to her Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully accurate) movement is completed.
Resurgent Inferno Strike
Cost: 2 motes per reroll
Duration: Instant
Type: Reflexive
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Flickering Flame Feint
Caught in a bonfire, sometimes the flames wash over you... and you feel nothing. So fast, flash and no substance. Making you even more unprepared for when they wash over you with heat and burn, searing flesh, clogging breath with smoke. In the same way, the Dragon-Blooded's strikes dance over the opponent, as he pulls his blows into simple flash without substance, choosing the best one to throw with true force. Using this Charm, the player may reroll the character's Melee damage pool completely. She can reroll her damage a number of times equal to her Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated damage-dealing Charms must be paid again for each subsequent rerolls, but only one roll actually deals damage.
Leaping Cinder Counterstrike
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 5
Minimum Essence: 2
Prerequisite Charms: Flickering Flame Feint, Flash-Fire Defense
To strike the bonfire is to draw even more embers at one's way! As the Dragon-Blooded gets attacked in Melee, he lashes out with pure elemental force to those who dare strike at him! Activating this Charm in response to a close combat attack the character may make a counterattack with a dice pool equal to her Charisma+Melee, and damage equal to her Permanent Essence in Lethal Damage. This counterattack occurs after the roll to hit counterattacking Exalted but before damage is determined. It cannot be used in response to other counterattacks. If the Exalted has his anima banner showing, add the Anima Flux damage to the damage of this counterattack. Although it lashes with it, this is not considered the character's anima flux damage for the turn.
Crimson Conflagration Technique
Cost: 2 motes
Duration: One Turn
Type: Reflexive
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Dragon-Graced Weapon
Sparks fly as blades clash on the battlefield, for all but the Crimson Dragons. For their swords clash in bursts of flame, spetacular fireworks that frighten and blind their enemies, a statement for all who dare to fight against their fiery might. The Exalt activates this charm on a Melee strike that either strikes home or gets parried, creating a loud explosion! All opponents in a radius of the Exalt's Melee in yards suffer a -1 enviromental penalty to all their actions this turn as they shake effects of the smoke, light and noise. The explosion is a statement on the Dragon-Blooded's part - for an extra mote, he receives a Presence action with a dice pool equal to his Essence, usually only usable in an Intimidation, but creative Chosen might find ways to use it for other purposes. Sucessive uses of this Charm by the Dragon-Blooded do stack, and a single Dragon turning his strikes into a fireworks display can make weaker foes useless, whereas a group of Dragons can create the equivalent of a Calibration Festival to stop even great enemies from acting...
Smoke Dragon's Dance
Cost: 1 mote
Duration: One Turn
Type: Reflexive
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Crimson Conflagration Technique
The Chosen fills his weapon with the essence of fire, making thick smoke slowly trail from it, moving like the sinuous serpents that wrap it around his form, shrouding it against incoming strikes. This is the Smoke Dragon's Dance. On the turn this charm is activated the difficulty of all attacks against the character is increased by 1 due to the coiling smoke hiding his form. This Charm may be activated in successive turns, and the difficulty increases cumulatively - 2 on the second turn, 3 on the third, and from then on - with a maximum difficulty equal to the Dragon-Blooded's Essence. For this Charm to be active, the Chosen must move at least half his movement every turn - if he somehow cannot, the benefits of this Charm are lost. Different sorts of Magical Material make different sorts, steam with Black and Blue Jade, dark smoke with Green, White and Red Jade, sometimes incense with Green. Non-Magical weapons this Charm is used with are rendered useless at the end of the scene, burning or melting away.
Passion Inflaming Wave
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Crimson Conflagration Technique
Fire is in every creature's soul. Burning with their passion, with their anger, with their desires. After some time, the Dragon-Blooded can feel it when they fight, the fire in their opponent's eyes, in their own movements... and understand the underlying passions that make all creatures take arms. The Dragon-Blooded makes a ranged melee attack up to twice his essence in yards that may be Dodged normally, but only parried by those able to parry insubstantial attacks. If he strikes, damage is not dealt with normally - instead, he burns away one dot of any of the victim's virtues - dealing damage dice equal to the virtue's original rating, which may not be soaked. The lost virtue dots return at the rating of one per day, and it has the usual restrictions on Celestials due to the Great Curse, not being able the virtue linked to the Celestial's limit Condition below 3.
When this strike is used, the victim is momentarily wreathed in flames that burn the color of her Nature - the Gallant burns red gold, while the Bravo burns a deep, violent crimson. If the Passion Inflaming Wave is successful, the Chosen rolls Perception+Socialize reflexively, with a difficulty equal to the opponent's Essence - if he is successful, he divines the exact hue of the flame, and learns that opponent's Nature.
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