Difference between revisions of "DragonBloodedPerformance/Telgar"
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Latest revision as of 17:59, 8 June 2010
Tree of Confidence</b>
<b>Cost: 10 motes + 1 mote per person, 1 willpower Type: Simple Duration: One scene Min Performance: 3 Min Essence: 3 Pre-Requisite Charms: Memberable Performance Exercise
The majesty and power of the grandest trees can fill a Dragon-Blood with purpose and determination. By drawing on the power of Wood, he can bind others to himself and fill them with the same confidence he himself draws. When invoked, the Dragon-Blood may select up to his Essence in relatives with which to share his confidence. These relatives must be present with him at the time the Charm is activated. The character himself gains a bonus of 5 dice towards his social rolls for the remainder of the scene. His relatives gain a number of dice based on how far removed from him they are. Immediate relatives such as sibblings, offspring and parents, are considered one step removed and get 4 bonus dice. For each additional step of removal, the bonus is lowered by 1.
Tree of Violence</b>
<b>Cost: 10 motes + 1 mote per person, 1 willpower Type: Simple Duration: One scene Min Performance: 5 Min Essence: 4 Pre-Requisite Charms: Tree of Confidence
Commonly used with mortal family members, this Charm can only be used on persons in the immediate family of the Dragon-Blooded: parents, offspring and sibblings. By expending a Health level in addition to the normal cost, the character can extend those limits to include grandparents and grandchildren. Upon activating the Charm the character must choose a number of acceptable relatives up to his Essence, who must be present when the Charm is used. Each of these relatives takes 1 Heath level of lethal damage which can not be soaked.
The Charm allows the Dragon-Blooded to link his Essence to that of his relatives and draw in their life energy, strengthening himself with it before returning a portion of that power to them in a new form. The character recieves an bonus to his Bashing and Lethal soak equal to the number of relatives he targetted with this Charm. He also gains a bonus to all attacks made equal to half that number, rounded up. The relatives gain similar soak and attack bonuses, though reduced by 2. The bonuses can not be reduced lower then 1.
Further, all characters linked by the Charm are aware if any of the others is wounded or dies. When acting in combat against the same opponent, all beneficiaries of the Charm gain +2 dice. All beneficiaries need not act together, it is enough if at least two attack the same target. Those working together gain the bonus.
Wooden Whistle Voice</b>
<b>Cost: 1 mote Type: Reflexive Duration: Instant Min Performance: 2 Min Essence: 1 Pre-Requisite Charms: None
A simple infusion of motes into his own voicebox allows an Emerald Dragon to emulate perfectly the sounds of nature. Any natural sound, the crashing of a waterfall, a clap of thunder, the mating call of the howler monkey, can be perfectly recreated by an Exalt using this Charm. This does not permit the Exalt to "speak" to animals, simply to reproduce their sounds. He can bark like a dog or howl like a wolf, but these sounds convey no meaning in and of themselves. Performance or Survival rolls are required to give the sounds meaning.
Elegant Tailfeather Gyration</b>
<b>Cost: 3 motes Type: Supplemental Duration: Instant Min Performance: 3 Min Essence: 2 Pre-Requisite Charms: Memorable Performance Exercise
Philosophers and playwrights often claim that human love is a complex thing of emotions and mystery and eschew the physical basis of affection. With the insights granted by this Charm an Exalt can appeal to the other side of love and admiration. Adapting his posture, movements and physical displays to the situation, the Dragon-Blood adds his Appearance rating to any single Social roll. This bonus counts normally against the limit of Charm-added dice.
Handsome Coat of Dirt</b>
<b>Cost: 3 motes Type: Simple Duration: One scene Min Performance: 4 Min Essence: 2 Pre-Requisite Charms: Elegant Tailfeather Gyration
Bridging the gap between human and animal to a degree, an Exalt using this Charm can apply his knowledge of humans to animals and his knowledge of animals to humans. Survival and Ride Charms can be used on humans, if appropriate, while Socialize, Performance and Presence Charms can be used on animals.
Comments
Sounds cool. Any ETA? -- Darloth
Whups. Heh. That's a Thrown Charm that I was using as a temple. I'm gunna get around to posting all the ideas in my notebook sometime soon. I'll be done with high school in three days, so WOO! Free time!! - Telgar
Nifty Charms. I like 'em. A pair of questions, though: Does the DB have to have already heard the natural sound in question for Wooden Whistle Voice? And do I presume correctly that the bonus from Elegant Tailfeather Gyration is restricted to the normal dice-adder cap for DB Charms? - Moxiane
Yes, much like anything you're trying to immitate. And not directly, no, since the bonus is not ability-based. However, the bonus is still charm-based and further charm-based bonuses can't exceed the DB Charm Bonus Cap. Ability+Spec. - Telgar