Difference between revisions of "DragonBloodedMedicine/HeridFel"
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− | Back to DragonBloodedMedicine<br> | + | Back to [[DragonBloodedMedicine]]<br> |
− | Back to HeridFel | + | Back to [[HeridFel]] |
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<B><I> Poisonous Plant Emulation Prana </B></I> | <B><I> Poisonous Plant Emulation Prana </B></I> | ||
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<b>Minimum Essence:</b> 2 | <b>Minimum Essence:</b> 2 | ||
<b>Prerequisite Charm:</b> None | <b>Prerequisite Charm:</b> None | ||
− | The Dragon-Blooded is able to gain the immunity of an animal to its own venom. If the Dragon-Blooded spends one mote of Essence and touches a living venomous animal, he will be immune to that type of poison for one day, or, if he commits the mote, one day per point of permanent Essence. The touch has to be initiated by the Dragon-blooded, and requires an amount of concentration that precludes it from being used during combat. The Dragon-Blooded may spend two motes to cure a target of that type of poison. A Dragon-Blooded may not be immune to more poisons than his Resistance. The only thing that the Dragon-blooded can be immune to is a natural poison, i.e. the unprocessed form. Grinding up | + | The Dragon-Blooded is able to gain the immunity of an animal to its own venom. If the Dragon-Blooded spends one mote of Essence and touches a living venomous animal, he will be immune to that type of poison for one day, or, if he commits the mote, one day per point of permanent Essence. The touch has to be initiated by the Dragon-blooded, and requires an amount of concentration that precludes it from being used during combat. The Dragon-Blooded may spend two motes to cure a target of that type of poison. A Dragon-Blooded may not be immune to more poisons than his Resistance. The only thing that the Dragon-blooded can be immune to is a natural poison, i.e. the unprocessed form. Grinding up an animal isn't considered processing it. Using magic on it or combining other poisons are considered processing. It's at the Storyteller's discretion whether a magical plant or animal's poison is also magical. |
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<b>Minimum Essence:</b> 3 | <b>Minimum Essence:</b> 3 | ||
<b>Prerequisite Charms:</b> Poisonous Plant Emulation Prana, Venomous Animal Imitation Technique | <b>Prerequisite Charms:</b> Poisonous Plant Emulation Prana, Venomous Animal Imitation Technique | ||
− | The Dragon-Blooded is able to further enhance her connection to a particular type of poisonous plant or animal, and gains the ability to give off that poison as a weapon. She must already be immune to the type of poison through one of the prerequisite charms. Note that the Dragon-Blooded does not gain | + | The Dragon-Blooded is able to further enhance her connection to a particular type of poisonous plant or animal, and gains the ability to give off that poison as a weapon. She must already be immune to the type of poison through one of the prerequisite charms. Note that the Dragon-Blooded does not gain any of the delivery systems for the poisons (such as fangs), so contact poisons and blood/sap poisons are the most commonly used for this charm. |
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== Comments == | == Comments == | ||
− | These are pretty interesting but i'd reccomend putting some duration on them - DB charms simply don't last that long. Also, for touching the plant/animal, it seems like it makes you immune to anything but extracted poison - very useful but perhaps too much so. I'd suggest noting that it can't be used against magical poisons, and that the DB has to be the one to initate the touch, not the other way around (such as a snake's bite attack) - GoldenH | + | These are pretty interesting but i'd reccomend putting some duration on them - DB charms simply don't last that long. Also, for touching the plant/animal, it seems like it makes you immune to anything but extracted poison - very useful but perhaps too much so. I'd suggest noting that it can't be used against magical poisons, and that the DB has to be the one to initate the touch, not the other way around (such as a snake's bite attack) - [[GoldenH]] |
− | Addressed your concerns, I think. Lowered the duration of the first two charms to day per Essence and added some clarification on how the charms were intended to be used. I kept the last charm with the same duration, though. The Solars can imbue people with the essence of an enchanted hammer permanently - I don't think that it's too much power-wise to give poison to a familiar permanently, and being done through the Element of Wood makes it in character. I did raise its required Essence by one to 4 to reflect the difficulty of doing something like that. - HeridFel | + | Addressed your concerns, I think. Lowered the duration of the first two charms to day per Essence and added some clarification on how the charms were intended to be used. I kept the last charm with the same duration, though. The Solars can imbue people with the essence of an enchanted hammer permanently - I don't think that it's too much power-wise to give poison to a familiar permanently, and being done through the Element of Wood makes it in character. I did raise its required Essence by one to 4 to reflect the difficulty of doing something like that. - [[HeridFel]] |
The mention of spirit-tied pets is pointless as Dragon-Blooded are unable to create spirit-tied pets. If they can imbue any plant, why not any animal? Oh, hope you don't mind that I re-formatted a bit. Makes it look like the rest of the Wiki. You may want to just add the clarifications into the Charms, too. - [[Telgar]] | The mention of spirit-tied pets is pointless as Dragon-Blooded are unable to create spirit-tied pets. If they can imbue any plant, why not any animal? Oh, hope you don't mind that I re-formatted a bit. Makes it look like the rest of the Wiki. You may want to just add the clarifications into the Charms, too. - [[Telgar]] | ||
− | I know that there currently aren't any charms which create spirit-tied pets for Dragon-Blooded, but I wanted to put something in the charm about them in case an Eclipse Caste learned the charm. I figured it's an unlikely situation, but it could happen, and it's better than a clarification down the road. I limited the animal poison targets because animals are inherently more active than plants. Having all of an estate's guard of giant wolf spiders poisonous (and probably with a very lethal poison) is much more powerful than having a greenhouse of horrors. Thanks for the formatting - I can't see how to change the font type like you did. I was checking the sandbox, but both versions look the same to me when editing. - HeridFel | + | I know that there currently aren't any charms which create spirit-tied pets for Dragon-Blooded, but I wanted to put something in the charm about them in case an Eclipse Caste learned the charm. I figured it's an unlikely situation, but it could happen, and it's better than a clarification down the road. I limited the animal poison targets because animals are inherently more active than plants. Having all of an estate's guard of giant wolf spiders poisonous (and probably with a very lethal poison) is much more powerful than having a greenhouse of horrors. Thanks for the formatting - I can't see how to change the font type like you did. I was checking the sandbox, but both versions look the same to me when editing. - [[HeridFel]] |
To get the mechanical lines of the Charms to look that way I put two spaces before them on the editing screen. That indents them slightly and tells the Wiki to make them look like a list. The formatting guides around here will help you out, just copy and paste them and fill in the blanks. I'd have to disagree about plants vs animals in danger level. In Exalted, some plants can be rather nasty and plants are everywhere. I can very much see a Wood Aspect's secret Manse being surrounded with weeping willows that have been animated with high-level Survival and then made poisonous. Nasty. And that's a lot less suspicious looking then guard-spiders. So I'm not seeing animals being more dangerous. Just more obvious. - [[Telgar]] | To get the mechanical lines of the Charms to look that way I put two spaces before them on the editing screen. That indents them slightly and tells the Wiki to make them look like a list. The formatting guides around here will help you out, just copy and paste them and fill in the blanks. I'd have to disagree about plants vs animals in danger level. In Exalted, some plants can be rather nasty and plants are everywhere. I can very much see a Wood Aspect's secret Manse being surrounded with weeping willows that have been animated with high-level Survival and then made poisonous. Nasty. And that's a lot less suspicious looking then guard-spiders. So I'm not seeing animals being more dangerous. Just more obvious. - [[Telgar]] | ||
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Specifically, it is the space that begins each line that causes the formatting to happen - [[willows]] | Specifically, it is the space that begins each line that causes the formatting to happen - [[willows]] | ||
− | You have a good point there. If my character was going to do something to protect his Manse, he'd probably use the poison from those trees near Larjyn (assuming that the ST considers that a poison and not just a pollen). The main point is that it's much easier to have an animal with you wherever you go, while plants are, for the most part, non-ambulatory. Other Survival Charms might change that dynamic, so I'd have to look at them before deciding how I might need to change my Charms. It may be that imbuing any animal is balanced, but I'd actually have to use it to find out. - HeridFel | + | You have a good point there. If my character was going to do something to protect his Manse, he'd probably use the poison from those trees near Larjyn (assuming that the ST considers that a poison and not just a pollen). The main point is that it's much easier to have an animal with you wherever you go, while plants are, for the most part, non-ambulatory. Other Survival Charms might change that dynamic, so I'd have to look at them before deciding how I might need to change my Charms. It may be that imbuing any animal is balanced, but I'd actually have to use it to find out. - [[HeridFel]] |
How exactly is a poison defined by these Charms? Just wondering if you can imbue things like allergens and such. - [[Telgar]] | How exactly is a poison defined by these Charms? Just wondering if you can imbue things like allergens and such. - [[Telgar]] | ||
− | The problem with it though is that it's 10 motes, committed... er.. no DB will ever do that to a whole bunch of trees. You might want to make it instant, unless you really want him to only use the charm on something he's going to carry around. - GoldenH | + | The problem with it though is that it's 10 motes, committed... er.. no DB will ever do that to a whole bunch of trees. You might want to make it instant, unless you really want him to only use the charm on something he's going to carry around. - [[GoldenH]] |
− | Ah, I see. I meant to say that the imbuing was permanent, not the duration of the charm itself. The duration should indeed be instant. As for what constitutes a poison, I would leave that up to the ST. The first rule of toxicology is that dosage determines lethality. An allergen is just something that the immune system overreacts to, but if it affects enough people, it could be considered a poison, e.g. poison ivy oils. - HeridFel | + | Ah, I see. I meant to say that the imbuing was permanent, not the duration of the charm itself. The duration should indeed be instant. As for what constitutes a poison, I would leave that up to the ST. The first rule of toxicology is that dosage determines lethality. An allergen is just something that the immune system overreacts to, but if it affects enough people, it could be considered a poison, e.g. poison ivy oils. - [[HeridFel]] |
− | Yea, that's the real problem with charms these days. Duration doesn't mean squat - just how long the essence is committed and if you can combo it or not. a joke, really. - GoldenH | + | Yea, that's the real problem with charms these days. Duration doesn't mean squat - just how long the essence is committed and if you can combo it or not. a joke, really. - [[GoldenH]] |
Those are rather important things to define, GH. Comboability is quite important, as are timing rules as such. Duration and the difference between Reflexive and Supplemental are still important. - [[Telgar]] | Those are rather important things to define, GH. Comboability is quite important, as are timing rules as such. Duration and the difference between Reflexive and Supplemental are still important. - [[Telgar]] | ||
− | They're things that are important to define, and it does have meanings, but these meanings have been diluted past the point of easy understanding - GoldenH | + | They're things that are important to define, and it does have meanings, but these meanings have been diluted past the point of easy understanding - [[GoldenH]] |
Revision as of 08:06, 5 April 2010
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Poisonous Plant Emulation Prana </B>
<b>Cost: 1 + 2 motes per target Duration: Special Type: Simple Minimum Medicine: 3 Minimum Survival: 2 Minimum Essence: 2 Prerequisite Charm: None
The Dragon-Blooded is able to gain the immunity of a plant to its own poison. If the Dragon-Blooded spends one mote of Essence and touches a living poisonous plant, he will be immune to that type of poison for one day, or, if he commits the mote, one day per point of permanent Essence. The touch has to be initiated by the Dragon-blooded, and requires an amount of concentration that precludes it from being used during combat. The Dragon-Blooded may spend two motes to cure a target of that type of poison. A Dragon-Blooded may not be immune to more poisons than his Resistance. The only thing that the Dragon-blooded can be immune to is a natural poison, i.e. the unprocessed form. Grinding up a plant isn't considered processing it but using magic on it or combining other poisons is. It's at the Storyteller's discretion whether a magical plant or animal's poison is also magical.
Venomous Animal Imitation Technique </B>
<b>Cost: 1 + 2 motes per target Duration: Special Type: Simple Minimum Medicine: 3 Minimum Survival: 2 Minimum Essence: 2 Prerequisite Charm: None
The Dragon-Blooded is able to gain the immunity of an animal to its own venom. If the Dragon-Blooded spends one mote of Essence and touches a living venomous animal, he will be immune to that type of poison for one day, or, if he commits the mote, one day per point of permanent Essence. The touch has to be initiated by the Dragon-blooded, and requires an amount of concentration that precludes it from being used during combat. The Dragon-Blooded may spend two motes to cure a target of that type of poison. A Dragon-Blooded may not be immune to more poisons than his Resistance. The only thing that the Dragon-blooded can be immune to is a natural poison, i.e. the unprocessed form. Grinding up an animal isn't considered processing it. Using magic on it or combining other poisons are considered processing. It's at the Storyteller's discretion whether a magical plant or animal's poison is also magical.
Polluted Nature Strike </B>
<b>Cost: 5 motes Duration: One scene Type: Simple Minimum Medicine: 4 Minimum Survival: 3 Minimum Essence: 3 Prerequisite Charms: Poisonous Plant Emulation Prana, Venomous Animal Imitation Technique
The Dragon-Blooded is able to further enhance her connection to a particular type of poisonous plant or animal, and gains the ability to give off that poison as a weapon. She must already be immune to the type of poison through one of the prerequisite charms. Note that the Dragon-Blooded does not gain any of the delivery systems for the poisons (such as fangs), so contact poisons and blood/sap poisons are the most commonly used for this charm.
Toxic Spirit Imbuement </B>
<b>Cost: 10 motes, 1 Willpower, 1 experience point Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Survival: 5 Minimum Essence: 4 Prerequisite Charm: Polluted Nature Strike
The Dragon-Blooded can imbue a lesser plant or animal with a poison to which she is immune due to Poisonous Plant Emulation Prana or Venomous Animal Imitation Technique. Only plants can gain a plant poison, and only familiar or spirit-tied pet animals can gain an animal poison. As with Polluted Nature Strike, the plant or animal does not gain a delivery system. If the animal or plant was already poisonous, this charm replaces its previous venom.
Comments
These are pretty interesting but i'd reccomend putting some duration on them - DB charms simply don't last that long. Also, for touching the plant/animal, it seems like it makes you immune to anything but extracted poison - very useful but perhaps too much so. I'd suggest noting that it can't be used against magical poisons, and that the DB has to be the one to initate the touch, not the other way around (such as a snake's bite attack) - GoldenH
Addressed your concerns, I think. Lowered the duration of the first two charms to day per Essence and added some clarification on how the charms were intended to be used. I kept the last charm with the same duration, though. The Solars can imbue people with the essence of an enchanted hammer permanently - I don't think that it's too much power-wise to give poison to a familiar permanently, and being done through the Element of Wood makes it in character. I did raise its required Essence by one to 4 to reflect the difficulty of doing something like that. - HeridFel
The mention of spirit-tied pets is pointless as Dragon-Blooded are unable to create spirit-tied pets. If they can imbue any plant, why not any animal? Oh, hope you don't mind that I re-formatted a bit. Makes it look like the rest of the Wiki. You may want to just add the clarifications into the Charms, too. - Telgar
I know that there currently aren't any charms which create spirit-tied pets for Dragon-Blooded, but I wanted to put something in the charm about them in case an Eclipse Caste learned the charm. I figured it's an unlikely situation, but it could happen, and it's better than a clarification down the road. I limited the animal poison targets because animals are inherently more active than plants. Having all of an estate's guard of giant wolf spiders poisonous (and probably with a very lethal poison) is much more powerful than having a greenhouse of horrors. Thanks for the formatting - I can't see how to change the font type like you did. I was checking the sandbox, but both versions look the same to me when editing. - HeridFel
To get the mechanical lines of the Charms to look that way I put two spaces before them on the editing screen. That indents them slightly and tells the Wiki to make them look like a list. The formatting guides around here will help you out, just copy and paste them and fill in the blanks. I'd have to disagree about plants vs animals in danger level. In Exalted, some plants can be rather nasty and plants are everywhere. I can very much see a Wood Aspect's secret Manse being surrounded with weeping willows that have been animated with high-level Survival and then made poisonous. Nasty. And that's a lot less suspicious looking then guard-spiders. So I'm not seeing animals being more dangerous. Just more obvious. - Telgar
Specifically, it is the space that begins each line that causes the formatting to happen - willows
You have a good point there. If my character was going to do something to protect his Manse, he'd probably use the poison from those trees near Larjyn (assuming that the ST considers that a poison and not just a pollen). The main point is that it's much easier to have an animal with you wherever you go, while plants are, for the most part, non-ambulatory. Other Survival Charms might change that dynamic, so I'd have to look at them before deciding how I might need to change my Charms. It may be that imbuing any animal is balanced, but I'd actually have to use it to find out. - HeridFel
How exactly is a poison defined by these Charms? Just wondering if you can imbue things like allergens and such. - Telgar
The problem with it though is that it's 10 motes, committed... er.. no DB will ever do that to a whole bunch of trees. You might want to make it instant, unless you really want him to only use the charm on something he's going to carry around. - GoldenH
Ah, I see. I meant to say that the imbuing was permanent, not the duration of the charm itself. The duration should indeed be instant. As for what constitutes a poison, I would leave that up to the ST. The first rule of toxicology is that dosage determines lethality. An allergen is just something that the immune system overreacts to, but if it affects enough people, it could be considered a poison, e.g. poison ivy oils. - HeridFel
Yea, that's the real problem with charms these days. Duration doesn't mean squat - just how long the essence is committed and if you can combo it or not. a joke, really. - GoldenH
Those are rather important things to define, GH. Comboability is quite important, as are timing rules as such. Duration and the difference between Reflexive and Supplemental are still important. - Telgar
They're things that are important to define, and it does have meanings, but these meanings have been diluted past the point of easy understanding - GoldenH