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The Elemental Dragon Mela is always on the move. Her movements are hidden and as imperceptible as the wind. Thanks to her blessed attention to this world, the air moves and circulates and does not grow still and deadly. Her movements power the energies of the wind; without which birds could not fly, nor boats sail. Though they would never be so impious as to ask to join her in her travels, the old and wise have been inspired by their great progenitor. The Dragonblooded, in a sudden brilliant display of air essence, turn themselves into the wind. Such a state gives them a variety of advantages. First, they are completely invisible except to essence sight, which can pick up the core of the Terrestrials spread out form. They can still talk and see, regardless of light conditions, out to their Essence times 2 yards. Their bodies are immune to damage from all but fire, which can consume the very air they have become, and attacks which can harm dematerialized beings. The Dragonblooded, however, is not actually dematerialized. They can not attack as normal, but they can use their charms such as Elemental Bolt Technique and can form such shots from the air itself against anyone within Essence in yards range, letting them check for surprise on each attack. Wind based attacks move them a number of yards equal to the damage they would normally suffer backwards. Finally, if they are willing to move along the winds currents, they can move at whatever the wind speed is. To oppose the winds normal direction reduces their speed to a simple normal move action. Some rumored that taking this form too often leads to one forgetting what your body is like, but there is no proof of this. | The Elemental Dragon Mela is always on the move. Her movements are hidden and as imperceptible as the wind. Thanks to her blessed attention to this world, the air moves and circulates and does not grow still and deadly. Her movements power the energies of the wind; without which birds could not fly, nor boats sail. Though they would never be so impious as to ask to join her in her travels, the old and wise have been inspired by their great progenitor. The Dragonblooded, in a sudden brilliant display of air essence, turn themselves into the wind. Such a state gives them a variety of advantages. First, they are completely invisible except to essence sight, which can pick up the core of the Terrestrials spread out form. They can still talk and see, regardless of light conditions, out to their Essence times 2 yards. Their bodies are immune to damage from all but fire, which can consume the very air they have become, and attacks which can harm dematerialized beings. The Dragonblooded, however, is not actually dematerialized. They can not attack as normal, but they can use their charms such as Elemental Bolt Technique and can form such shots from the air itself against anyone within Essence in yards range, letting them check for surprise on each attack. Wind based attacks move them a number of yards equal to the damage they would normally suffer backwards. Finally, if they are willing to move along the winds currents, they can move at whatever the wind speed is. To oppose the winds normal direction reduces their speed to a simple normal move action. Some rumored that taking this form too often leads to one forgetting what your body is like, but there is no proof of this. | ||
+ | ------------ | ||
+ | <b>Carried on Mela's Back</b><br> | ||
+ | <b>Cost:</b> 2m; <b>Mins:</b> Stealth 4, Essence 3; <b>Type:</b> Reflexive<br> | ||
+ | <b>Keywords:</b> Combo-OK, Leader 4<br> | ||
+ | <b>Duration:</b> Essence actions<br> | ||
+ | <b>Prerequisite Charms:</b> Wind-Walking Technique | ||
+ | |||
+ | The Elementals of Air often say that since they need not the Earth it is proof of their strength. Though the Dragonblooded are not free of the earth, as all mortals, they can for a time ignore its pull. Upon activating this charm the Dragonblood may count the air as solid ground. They can jump up to it, run along up it, or enjoy a stately walk over a chasm. So long as they keep moving it is like they walk on solid ground. This charm can not be activated against consecutively to keep the character indefinitely airborn. They must be on the ground to use it again though the deck of an airship or the top of a tree is acceptable for ground. | ||
== Comments == | == Comments == |
Latest revision as of 00:07, 8 September 2010
Exhalation of Dragon Sisters
Cost: 5m; Mins: Stealth 4, Essence 3; Type: Simple
Keywords: Cooperative
Duration: One scene
Prerequisite Charms: Any Stealth Excellency, Distracting Breeze Meditation
A heretical legend once claimed that the divine Elemental Dragons have base urges like the smallest human. This tale recounted how the two sisters engaged in an incestuous love with each other. And where their divine forms met the water and air became as one inseperable element all around them. Any Immaculate will tell you this is not true(if they don't kill you for such blasphemous herasy), but some of the Terrestrial Host can create fog, themselves. On her own, the use of this charm creates a fog that extends Essence * 100 yards out from the Dragonblood. It disperses as you would expect, but until then, it gives everyone all the penalties of such. Additional Dragonblooded who know this charm can add to its potency. A second makes the range extend up to a mile if they so wish. A third makes the fog resistant to dispersion so it can last up to a day or requires Celestial charms or spells to disperse. A fourth makes it so the fog is spiritual as well and blocks the sight of those immaterial beings as well. A final fifth member can have the fog extend to block other forms of senses and even extrude the effects of the fog into bodies of water, or stone or other materials. At this point it becomes Obvious.
Mela's Wise Movement Method
Cost: 10m, 1wp; Mins: Stealth 7, Essence 7; Type: Reflexive
Keywords: Combo-OK, Obvious, Purity 5
Duration: Indefinite
Prerequisite Charms: Hidden Maelstrom Cloak, Any two Excellencies
The Elemental Dragon Mela is always on the move. Her movements are hidden and as imperceptible as the wind. Thanks to her blessed attention to this world, the air moves and circulates and does not grow still and deadly. Her movements power the energies of the wind; without which birds could not fly, nor boats sail. Though they would never be so impious as to ask to join her in her travels, the old and wise have been inspired by their great progenitor. The Dragonblooded, in a sudden brilliant display of air essence, turn themselves into the wind. Such a state gives them a variety of advantages. First, they are completely invisible except to essence sight, which can pick up the core of the Terrestrials spread out form. They can still talk and see, regardless of light conditions, out to their Essence times 2 yards. Their bodies are immune to damage from all but fire, which can consume the very air they have become, and attacks which can harm dematerialized beings. The Dragonblooded, however, is not actually dematerialized. They can not attack as normal, but they can use their charms such as Elemental Bolt Technique and can form such shots from the air itself against anyone within Essence in yards range, letting them check for surprise on each attack. Wind based attacks move them a number of yards equal to the damage they would normally suffer backwards. Finally, if they are willing to move along the winds currents, they can move at whatever the wind speed is. To oppose the winds normal direction reduces their speed to a simple normal move action. Some rumored that taking this form too often leads to one forgetting what your body is like, but there is no proof of this.
Carried on Mela's Back
Cost: 2m; Mins: Stealth 4, Essence 3; Type: Reflexive
Keywords: Combo-OK, Leader 4
Duration: Essence actions
Prerequisite Charms: Wind-Walking Technique
The Elementals of Air often say that since they need not the Earth it is proof of their strength. Though the Dragonblooded are not free of the earth, as all mortals, they can for a time ignore its pull. Upon activating this charm the Dragonblood may count the air as solid ground. They can jump up to it, run along up it, or enjoy a stately walk over a chasm. So long as they keep moving it is like they walk on solid ground. This charm can not be activated against consecutively to keep the character indefinitely airborn. They must be on the ground to use it again though the deck of an airship or the top of a tree is acceptable for ground.