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== Dragon-Blooded Abilities ==
 
== Dragon-Blooded Abilities ==
* [[/DragonBlooded]] - Back to the Dragon Blooded
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*[[XerExaltedLite/DragonBlooded]] - Back to the Dragon Blooded
* [[/DBAspects]] - Aspect Abilities
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*[[XerExaltedLite/DBAspects]] - Aspect Abilities
* [[/ElementalPaths]] - Elemental Paths
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*[[XerExaltedLite/ElementalPaths]] - Elemental Paths
 
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All Dragon-Blooded may spend a single mote of Essence to:
 
All Dragon-Blooded may spend a single mote of Essence to:

Latest revision as of 04:51, 9 June 2010

Dragon-Blooded Abilities


All Dragon-Blooded may spend a single mote of Essence to:

  • Cause their anima to glow bright enough to read by for a scene
  • Bring out a tint to their skin, clearly marking them as a Dragon-Blooded
  • Know their exact location with respect to their particular Elemental Pole. This reduces the difficulty of orienting oneself by their permanent Essence.

When in physical contact with their Element, all Dragon-Blooded may spend a point of Willpower to:

  • Regain a number of motes of Essence equal to their Lore ability. If done more than their permanent Essence in a day, this inflicts a level of bashing damage for each use.
  • Immerse themselves in their Element and pay an additional 2 motes in addition to the Willpower in order to heal a Bashing health level, or to convert a Lethal wound to Bashing.

Talents

The Terrestrials have only two Talents per Ability, though they are potent ones. The first is the Self Talent, the second is the Circle Talent. The Circle Talent has the Self Talent as its prerequisite.

Self Talent:

  • Add up to your Ability in Dice to any roll. This costs 1 mote of Essence per 2 dice added. Reflexive, Instant.

Circle Talent:

  • Add up to your Ability in Dice to another's roll for the rest of the Scene. This bonus may not exceed their Ability, and counts as their Charm die-adder limit. This costs 1 mote of Essence per die added. Reflexive, One Scene.

Protection, Flaring and Projection

Each aspect adds an important element (literally) to the rest of the team. Each one has several properties unique to their element, which grow with their Essence:

  • Elemental Protection
  • Elemental Flare
  • Elemental Projection

They have no unique Anima powers 'as such', but rather, constant effects that they may extend to their compatriots. For five motes, a Dragon-Blood may attune her anima to another for the rest of the scene, granting the Target immunity to her Anima and Elemental Flare, as well as benefit of her Elemental Protection abilities (but not, however, her Projection). She may protect only protect one non-Dragon-Blooded individual in this manner per scene, and up to four Dragon-Blooded per scene. This also grants basic telepathic communication between the character and those attuned, allowing them to see and hear what the others hear, even to the point where one may parry an attack aimed against another.

  • This can aid in the curing of diseases and poisons, rescuing people from drowning and so on.

Flaring their Animas are also abilities specific to them.

  • By spending 5 motes, they can flare their Anima to a great extent, causing anything that comes into contact with it to suffer their permanent Essence in Lethal damage per Turn.
  • For 10 motes and one Willpower, they can cause it to flare even more violently, creating a vortex of elemental energy around them - reaching out to their permanent Essence x 5 yards, doing their permanent Essence in Lethal damage every Turn.
  • Without some sort of supernatural protection, this is unsoakable, as damage may not be reduced below the attacker's permanent Essence.
  • Both of these effects last for one Scene.
  • An Elemental Lens doubles this damage, but it then becomes soakable (though minimum damage still equals the attacking Character's permanent Essence).

Finally, they may Project their Elemental nature. They can spend up to their Lore in motes of Essence to fire a targetted attack at a person, thing, or area. This bolt attack is rolled with Dexterity + Combat + permanent Essence, permanent Essence being the attack's Accuracy. It has a range of the Character's permanent Essence times 20 yards. Two types of effects may be made:

  • A bolt of elemental energy. This targets a single person and does a base of 2L damage per mote spent.
  • A blast of elemental energy. This targets a spherical area with a radius of the Character's permanent Essence, and does a base of 1L damage per mote spent.
  • As with Anima flaring, Projecting damage can be doubled with an Elemental Lens. This only affects base damage and not extra successes.

All Dragon-Blooded also have a secondary Aspect, depending on their primary Virtue, which colors the nature of their Element.

  • By these rules, Dragon-Blooded can only attain Essence 8, and even then it is a wonder.
  • The Dragon-Blooded Virtue Flaw rules are still in effect. The Anima effects given below are largely for flavor purposes, however their attuned element counts for immunity purposes.
  • Dragon-Blooded add twice their permanent Essence score to their Anima Flux (explained in the Dragon Blooded, page 161). In the manner of the basic powers described on page 148, they may spend 1 mote of Essence to supress this addition for a scene.

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