Difference between revisions of "DragonBloodedMedicine/Telgar"
m |
m (Script: fix links messed up in conversion) |
||
(4 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
* [[Charms]] | * [[Charms]] | ||
− | * [[Charms/Telgar | + | * [[Charms/Telgar]]]] |
---- | ---- | ||
Line 309: | Line 309: | ||
===== Comments ===== | ===== Comments ===== | ||
− | All those charms that make it harder to heal and cause disease I don't like, seems like they are stepping in on Abyssal territory. The poison ones are interesting though and I definitly like Rapid Growth Prana. You might even be fine changing it to a permanent charm. I don't like the final one though, Gaia’s Shielding Hand. Given that no one knows about the Great Curse or how to do anything about it this charm just doesn't fit. - BogMod | + | All those charms that make it harder to heal and cause disease I don't like, seems like they are stepping in on Abyssal territory. The poison ones are interesting though and I definitly like Rapid Growth Prana. You might even be fine changing it to a permanent charm. I don't like the final one though, Gaia’s Shielding Hand. Given that no one knows about the Great Curse or how to do anything about it this charm just doesn't fit. - [[BogMod]] |
They make diseases and infections by causing the little buggers to *grow*, a perfectly Wood-like thing to do. And Gaia's Shielding Hand was written for games where the Great Curse is known of. And if used in one where it is unknown, it can simply to thought to treat the unique madness of Celestial Exalted. - [[Telgar]] | They make diseases and infections by causing the little buggers to *grow*, a perfectly Wood-like thing to do. And Gaia's Shielding Hand was written for games where the Great Curse is known of. And if used in one where it is unknown, it can simply to thought to treat the unique madness of Celestial Exalted. - [[Telgar]] | ||
− | :<b>Phantom Toxin Attack.</b> Is there a Reason this is far better than the Elemental Bolt? It does more damage per mote, allows you to spend more motes, AND is explicitly comboable? I'd even say it's better than the abyssal bolt charm. In my opinion, that's a serious problem, when a terrestrial charm can outdo an Abyssal one, at the abyssal's schtick. Now, if the abyssal was trying to throw around elemental effects, I might agree, but this just seems too powerful for a DragonBlooded charm. I /like/ it, stylistically. And because it's a two-ability charm. But it's a litte to powerful, mechanically. | + | :<b>Phantom Toxin Attack.</b> Is there a Reason this is far better than the Elemental Bolt? It does more damage per mote, allows you to spend more motes, AND is explicitly comboable? I'd even say it's better than the abyssal bolt charm. In my opinion, that's a serious problem, when a terrestrial charm can outdo an Abyssal one, at the abyssal's schtick. Now, if the abyssal was trying to throw around elemental effects, I might agree, but this just seems too powerful for a [[DragonBlooded]] charm. I /like/ it, stylistically. And because it's a two-ability charm. But it's a litte to powerful, mechanically. |
::[[Scrollreader]] | ::[[Scrollreader]] | ||
Latest revision as of 17:57, 8 June 2010
Plague-Bearing Blow
Cost: 2 motes Duration: Instant Type: Reflexive Min MA: 3 Min Essence: 3 Pre-Requisites: Infection-Banishing Prana
By using Wood Essence to bolster the strength of an invading infection and inhibit a foe’s natural defenses against the onset. By spending 3 motes, a Terrestrial can force an opponent to re-roll her attempt to avoid infection from a weapon strike. This charm can only be used a number of times equal to the Terrestrial’s Medicine.
Myriad Blight Prana
Cost: Morbidity + Virulence of disease Duration: Instant Type: Supplemental Min Medicine: 5 Min Essence: 4 Pre-Requisites: Plague-Bearing Blow, Disease-Banishing Technique
A Dragon-Blooded with this Charm can exercise fine control over the world of disease, striking down their enemies with almost any illness known. Only the Great Contagion and other magical plagues are impossible to create with this Charm. In order to pass the infection onto the intended victim, the Wood Aspect must touch her target either with her hand or a weapon (which must do at least one lethal damage to pass the disease). In combat a normal attack roll is required for either a weapon or a hand-to-hand attempt to pass the virus. The target gets a normal Resistance roll to avoid catching the disease, but rolls against a difficulty of the disease’s Virulence +2. This Charm can be comboed with Charms of other abilities.
Snake Blade Technique
Cost: 1 mote per dose Type: Simple Duration: Until charges depleted Min Medicine: 3 Min Essence: 2 Pre-Requisites: Dread Infection Strike
By using Wood Essence to bind a venom or poison into the very being of her blade a Dragon-Blooded can make one strike per mote spent on this charm (up to her Medicine) and deliver the poison of her choice into any foe she does at least one lethal damage to. The poison delivered must be chosen when the Charm is first used and can not be changed without re-activating the Charm. Nothing can remove the venom from an enchanted weapon until a number of successful strikes equal to the number of motes paid have been made.
Phantom Toxin Attack
Cost: 1 mote per 3L Type: Simple Duration: Instant Min Medicine: 3 Min Essence: 3 Pre-Requisites: Elemental Bolt Attack, Snake Blade Strike
Combining her knowledge of how to manipulate raw elemental Essence and her skill with toxic substances, a Dragon-Blooded may throw bolts of poison-laden essence. This attack uses Dexterity + Archery or Athletics (whichever the character chooses) as its pool and has an Accuracy equal to the user's Essence. The maximum number of motes spent on this Charm can not exceed the user’s Medicine + Lore. For each mote, the base damage of this attack is 3L, which can be soaked normally. Should the victim succeed on a Stamina + Resistance roll with difficulty equal to the attacker's Essence, the raw damage of this Charm is halved. This Charm can be comboed with Charms of other Abilities.
Fatal Bloom of Life
Cost: 6 motes Type: Simple Duration: Instant Min Medicine: 5 Min Essence: 4 Pre-Requisites: Phantom Toxin Attack, Myriad Blight Prana
Wood lives, and with this Charm that life becomes fatal to those who oppose an Emerald Dragon. By touching an opponent, making a normal Brawl or Martial Arts or doing at least one Lethal damage with a weapon. The strike sends a flow of essence-enhanced seeds into the victim’s body. As the seeds travel through the body, they feed off the host and rapidly germinate into a unique breed of flower resembling a black and red rose that blossoms from the victim’s body in grotesque fashion. This blooming normally causes a number of Lethal damage equal to the Terrestrial’s Medicine for a one turn per dot of permanent Essence. A Stamina + Resistance roll vs difficulty 4 can halve the damage inflicted by the Charm, rounding down. The damage can only be soaked by Stamina. This Charm can be comboed with Charms of other Abilities.
Essence Parasite Technique
Cost: 6 motes, 1 willpower Duration: Varies Type: Simple Min Medicine: 5 Min Essence: 5 Pre-Requisites: Fatal Bloom of Life
With her mastery over living creatures, a Wood Aspect is able to alter some of the tiny creatures that dwell within the human body, changing their diet to one of Essence. For one month per dot of Medicine that the user has in excess of the victim’s Stamina, Essence recovery rates for the infested victim are reduced by 1/2 as the parasites eat the energy. In order to create the Essence-eaters, the character must touch her victim and roll more successes on her Strength + Medicine then the victim does on her Stamina + Resistance.
Vicious Wound Enhancing
Cost: 5 motes Duration: Instant Type: Simple Min Medicine: 4 Min Essence: 3 Pre-Requisites: Wound-Closing Touch
With a simple touch, requiring a Dexterity + Brawl or MA roll in combat, a Wood Aspect can transform an opponent’s bruises and scuffs into internal bleeding and severe trauma. After a successful application, a number of Bashing health levels on the victim equal to the user's Essence are converted to Lethal damage and all the target's wound penalties are doubled. This Charm can be comboed with Charms of other Abilities.
Healing the Closed Wound
Cost: 3 motes per defect Duration: Instant Type: Simple Min Medicine: 5 Min Essence: 3 Pre-Requisites: Grievous Wound Alteration Energy
Any healer can treat wounds, but truly great healers can restore health already lost and regained improperly. This Charm allows for badly set bones, wound-induced paralysis or other long-term physical defects to be healed properly, as long as they were originally caused by some form of injury or disease. Effectivly, this Charm resets the healing time table for any single wound. Once enough time has passed for it to heal normally, the defect is repaired.
Bandage of Future Need
Cost: 2 motes per health level Duration: Until charges depleted Type: Simple Min Medicine: 5 Min Essence: 4 Pre-Requisites: Grievous Wound Alteration Energy
Suffusing a person’s body with Wood Essence, a Dragon-Blood can force the Essence to lay in wait for injury or disease. When the host body is harmed, the Essence speeds to the rescue, regenerating the damage as it occurs. For every two motes spent on this Charm the target gains a single "restoration charge". Whenever the subject would take a health level of damage, she may opt to spend a restoration charge and roll Stamina. If the roll is successful, the damage is instantly healed and does not ever actually apply. The charge is used regardless of success. No more charges can be stored in a single target then their Essence and no single use of this Charm can create more charges then the Essence of the Terrestrial using it.
Shoot Cutting Technique
Cost: 3 motes Duration: Instant Type: Simple Min Medicine: 3 Min Essence: 3 Pre-Requisites: Infection-Banishing Prana
Using her control over life energy, an Emerald Dragon can inhibit the natural healing processes of the healthy body. By touching her target, the Dragon-Blooded doubles healing times for lethal damage and triples healing times for bashing damage. This increase applies also to magical healing and regeneration. The increased healing time remains in effect for all wounds currently afflicting the target. Any wound received after this Charm is applied heal normally. This Charm can be comboed with Charms of other Abilities.
Holding Back the Rain
Cost: 6 motes, 1 willpower Duration: Instant Type: Supplemental Min Medicine: 4 Min Essence: 4 Pre-Requisites: Shoot-Cutting Technique
The healing magics of all Exalted bear have a general similarity in that they restore life to the flesh. By barring this return of life a Dynast can prevent magical healing from taking place. Planting the barrier in his foe's flesh with a successful attack, the Terrestrial prevents magical healing or regeneration from affecting his opponent for one turn per health level of damage inflicted.
Disease Shield Kata
Cost: 4 motes + 1 per person Duration: One Scene Type: Simple Min Medicine: 4 Min Essence: 3 Pre-Requisites: Disease-Banishing Technique
Preventing a disease from taking root is more efficient and less stressful then healing it once it sets in, and so the Wood Aspects developed this Charm to ward off plagues and diseases from themselves and their allies. While under the effects of this Charm, all those protected resist infection and disease with a number of dice equal to the highest Stamina + Resistance of anyone protected + the user’s Medicine.
Breaking of Verdant Chains
Cost: 2 motes Duration: Instant Type: Simple Min Medicine: 3 Min Essence: 2 Pre-Requisites: None
Dispelling the complicated web work of Wood essence that permeates all addictive substances, a Wood-Aspected Terrestrial can render any normally addictive substance harmless and unable to either engender or satisfy cravings for more. A single dose of the substance is affected by each use of this Charm.
Unseen Emerald Snares
Cost: 3 motes, 2 willpower Duration: Instant Type: Simple Min Medicine: 4 Min Essence: 3 Pre-Requisites: Breaking of Verdant Chains
With his knowledge of the ways of Wood and its hidden snares, the Dynast works a web of emerald essence into any substance he desires. The substance gains addictive properties that can snare even the hardiest of mortals and threatens even the Exalted with slavery. The transformation worked by this Charm imbues a single serving of whatever comestible the Dragon-Blood touches with the addictive properties of heroine. In order to break this addiction the afflicted character must make an extended Stamina + Resistance roll at difficulty of the Dynast's Essence until they accumulate successes equal to the Dynast's Essence + Medicine + Specialties.
Unfailing Fertility Method
Cost: 3 motes, 1 willpower Duration: One week Type: Simple Min Medicine: 4 Min Essence: 2 Pre-Requisites: None
Those Children of Sextis Jylis who have knowledge of this Charm are much sought after by Terrestrials seeking to increase their numbers, most especially the Dynasts and the Blooded of Lookshy. For one week after the application of this Charm, any intercourse the subject engages in will result in a pregnancy. Only other supernatural means of contraception will prevent a pregnancy from occurring. A Stamina + Medicine roll (difficulty 2) is required for this Charm to activate properly.
Rapid Growth Prana
Cost: 4 motes, 1 willpower Duration: Special Type: Simple Min Medicine: 5 Min Essence: 3 Pre-Requisites: None
Wood lives, and it also grows. Infusing her body with Wood Essence, a Dragon-Blooded is able to tap the vital energy of Wood, speeding the development of her body. While in use, the training time required to improve Physical Attributes is reduced by 1/4th. The Charm ends after the first increase in any of the three Physical Attributes.
Gaia’s Shielding Hand
Cost: 5 motes Duration: Instant Type: Reflexive Min Medicine: 5 Min Essence: 4 Pre-Requisites: Purity of Mind Method
Gaia, mother of the Elemental Dragons and grandmother of the Terrestrial Exalted, has never seen fit to create her own Chosen warriors, but at rare times she gives her blessing to those of her Elemental children. Perhaps this Charm was known during the First Age, but if so it has been forgotten and records of it expunged by the Bronze Sidereals. Only recently have a few rare Terrestrials allied with Anathema discovered this Charm; allowing them to draw on Gaia’s Primordial powers to shield the Celestial Exalted from the Curse laid on them by the Malfeans. This Charm must be used when a Celestial makes a Limit check. The Celestial’s player rolls twice and the lower result is applied.
Body of the Forest
Cost: 5 motes Duration: One hour Type: Simple Min Medicine: 5 Min Essence: 4 Pre-Requisites: Rapid Growth Prana
Allowing the natural Wood Essence within his body to transform his physical structure, a Dragon-Blooded can alter his bodily fluids, giving them the properties of certain plants or animals. While under the effects of this charm, the Terrestrial effectively has the Wyld Blight of Poison Mastery (Page 217 of E:tL). Instead of Willpower, the character may spend 2 motes to produce the drugs if he so wishes. In addition, the substances are not secreted, but transformed from the character's bodily fluids which must be removed naturally in the form of blood, sweat, tears, etc. These can be stored for up to the character's Essence in days.
Fruit from the Forest
Cost: 6 motes, 1 willpower Duration: Instant Type: Simple Min Medicine: 5 Min Essence: 4 Pre-Requisites: Grevious-Wound Alteration Energy
Instead of applying his restorative magics directly, a master healer can imbue part of nature with his powers, passing it on to another. The method of creating this fruit varies, some Dynasts pluck it from a lotus that sprouts in their navel and wilts away immediately after, others enchant normal fruits and more estoic methods have been reported, some quite personal. However it is produced, the fruit created by this Charm lasts for one week and heals one Health Level of aggravated damage, two of lethal or four of bashing. The fruit is also highly nutritious, sufficing as food for a full three days and has a taste second to only the Peaches of Immortality.
Merciless Fist of the Healer
Cost: 5 motes Duration: Instant Type: Supplemental Min Medicine: 4 Min Essence: 4 Pre-Requisites: Wound-Closing Touch
Many times the hubbub and chaos of a battle field prevent healers from reaching their allies or having the time to administer normal healing. When the times are perilous, a flying arrow is as welcome a sight as the warm touch of a healer. Any ranged attack can be enhanced by this Charm, which can be freely comboed with Charms of other abilities, to heal instead of harm. For every two health levels of damage that would be inflicted, instead heal one health level already applied. Soak applies normally to this 'attack', much to the chagrin of advocates of armored fighting styles.
Seed of the Grave
Cost: 10 motes, 1 willpower, 1 health level Duration: Instant Type: Simple Min Medicine: 4 Min Essence: 4 Pre-Requisites: Unknown
By reaching out his hand, a Dragon-Blood can snag a soul about to re-enter the Great Cycle of reincarnation and pull it into his own body. The recently deceased soul stays harbored, unaware and quiescent until it can be released. The first child that the Dragon-Blood produces will recieve the soul, allowing the reincarnation to be controlled to some degree. Often Dynasts use this as a more-then-slightly heretical way to "promote" favored mortals up the Immaculate Hierarchy.
While the soul is housed with the Terrestrial's body, it produces a dissonance of Essence which forces the Dragon-Blood to either commit 5 motes or pay out-of-aspect surcharges on all Charms as the otherworldly Essence of Lethe permeates his body, throwing him into elemental disharmony. The soul can be detected by Charms that detect dematerialized spirits, it appears as a pale glow around the Terrestrial's chest or genitals. Once passed into a child, the soul is perfect natural and has no unnatural qualities at all.
This charm does not allow for ghosts to be captured and forced into reincarnation.
Womb's Haven Trap
Cost: 10 motes, 1 willpower, 1 health level Duration: Instant Type: Simple Min Medicine: 5 Min Occult: 3 Min Essence: 5 Pre-Requisites: Seed of the Grave, Spirit Chaining Strike
His mastery over ghosts is now advanced enough to allow the Dragon-Blooded to snatch the inhabitants of the Underworld from their existance, prisoning them inside his body until he forcibly reincarnates them in his next child. This process is dangerous for both the ghost and the Dragon-Blooded, as well as the child. In order to capture the ghost, the Dragon-Blood must confront it and, through any means, bring it to the Incapacitated Health level. Once the ghost has been forced to consent in this way (though they may consent at the outset and thus go through the process unharmed and unresisting), the Dragon-Blood absorbs it into his body.
Once the ghost is prisoned, it may make Willpower rolls every midnight, at difficulty of the Terrestrial's Essence, to escape. If it is successfull, it may make a single unsoakable attack against the Terrestrial as it flees his flesh. After that, it is free to do as it will.
As soon as the ghost is released into the new child, it is permanently captured. However, at the moment of conception there is a chance the new life will reject its dead soul. A single die is rolled. If the result is a failure, the child dies and the ghost is released into the Underworld. If it comes up successful, the ghost is accepted by the child as it's new soul.
The spirit can be detected inside the Terrestrial just as if it were captured with Seed of the Grave and the Dragon-Blood suffers the same disharmony penalties for holding it within his body.
Embrace of Dancing Leaves
Cost: 5 motes, 1 willpower Duration: Special Type: Reflexive Min Medicine: 4 Min Essence: 4 Pre-Requisites: Wound-Closing Touch
In battle it is often difficult to administer healing Charms or balms to wounds despite that being the time they would be most helpful. Gathering Wood Essence around himself a Terrestrial Exalted can create a number of phantom oak leaves that hang in the air around him, waiting to be called into use. One leaf is created for each dot of Essence the character has. Whenever the character is wounded, the leaves respond as needed. Each leaf is able to instantly heal a single health level of Lethal or Bashing damage. The character can decide to use the leaves at any time. As long as any leaves are unused, the Charm remains active.
Comments
All those charms that make it harder to heal and cause disease I don't like, seems like they are stepping in on Abyssal territory. The poison ones are interesting though and I definitly like Rapid Growth Prana. You might even be fine changing it to a permanent charm. I don't like the final one though, Gaia’s Shielding Hand. Given that no one knows about the Great Curse or how to do anything about it this charm just doesn't fit. - BogMod
They make diseases and infections by causing the little buggers to *grow*, a perfectly Wood-like thing to do. And Gaia's Shielding Hand was written for games where the Great Curse is known of. And if used in one where it is unknown, it can simply to thought to treat the unique madness of Celestial Exalted. - Telgar
- Phantom Toxin Attack. Is there a Reason this is far better than the Elemental Bolt? It does more damage per mote, allows you to spend more motes, AND is explicitly comboable? I'd even say it's better than the abyssal bolt charm. In my opinion, that's a serious problem, when a terrestrial charm can outdo an Abyssal one, at the abyssal's schtick. Now, if the abyssal was trying to throw around elemental effects, I might agree, but this just seems too powerful for a DragonBlooded charm. I /like/ it, stylistically. And because it's a two-ability charm. But it's a litte to powerful, mechanically.
Toxin Bolt is better because it's higher Essence then either Elemental or Crypt Bolt, has more pre-reqs and is an Elemental effect, thus a DB signature thing. That, to me, justifies its power. And it's still a pretty weak charm. All Bolt Charms are. - Telgar
- If it were a celestial charm, I might agree. But there's a very large power gap between Terrestrial and Celestial. And, IMO, this isn't an elemental effect. Elemental Bolt is. This is a development of that. I like the feel of it alot. I'm just not ready for a DB to toss off a 48L poison bolt anytime soon. Also: charms that can be freely comboed usually have a reason for it. Why is this different from all other bolts with archery/thrown charms?
- Scrollreader, who thinks either increasing the damage or the essence cap would be alright, but probably not both. In his opinion.
And for a fraction of the 16 motes it would cost to toss off that dodgeable, parriable, low-accuracy bolt, a Celestial can throw off an attack that is most likely NOT dodgeable or NOT parriable with a *far* higher accuracy and other ill-assorted evilness. 16 motes is also likely to be about half a DB's pools, maybe two thirds. They can't *afford* to do that. And it'll get soaked down hugely, or Perfected away. A mega-doom Crypt Bolt wouldn't have all these problems. As for being elemental, I consider poison to be very Wood aspected, if not as Wood aspected as flying razor-leaves. Higher essence means the element in question can become more abstracted, so I see no problem calling this an elemental effect. - Telgar
Mechanically, one thing that sets poison apart from normal forms of damage is the ability to reduce or negate its effects with a Stamina + Resistance roll. I would recommend imposing some such limitation on Phantom Toxin Attack and similar effects. - Quendalon
Hmm. I agree. Half raw damage if you succeed seems my theme for these charms. - Telgar
I like this much better. The something that was missing is here. As for the combo-ability, I would make it line with the other bolt charms. Unless you allow all bolt charms to be comboed, in your campaigns? Scrollreader, who has houseruled some conformity to his bolts already, and might do more.
I generally feel that Bolt charms should be combo-able, but EBA is too basic to allow for that. This is advanced enough for it to feel ok. - Telgar
Embrace of Dancing Leaves looks like it should have a longer duration than a turn, especially when it has a willpower cost. I would certainly recommend increasing the duration to One Scene. -- Somori
I altered it to Special Duration. - Telgar