Difference between revisions of "DragonBloodedLore/Telgar"
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− | <b><i>Overwhelming Quintuple Catastrophe</b> | + | <b><i>Overwhelming Quintuple Catastrophe</b></i> |
<b>Cost:</b> 10 motes, 1 Willpower | <b>Cost:</b> 10 motes, 1 Willpower | ||
<b>Duration:</b> Instant | <b>Duration:</b> Instant | ||
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===== Comments ===== | ===== Comments ===== | ||
− | The breathing method seems scary to me. It effectively reduces the cost of all charms by 1m, across the board, for all time. At Ess 4. For DB's. Yeah, there's that little bit about 'at most 4-ish motes per turn, max' (most chars won't break Ess 5, so really the limit is set at 4-5). It seems almost Solar that way, unless you're suggesting the Solars have the much more flat-out "All charm costs are reduced by 1m, with no limit' case. More scarily, the DB version you've posted works even on 1m charms, allowing you to use 1m charms infinitely. What does this mean? It means that a 5-point jade hand can bring any 6m or less charm down to 1m. This charm brings that (effectively) to zero, as it replenishes that 1m. Thus, you get DB's whipping out 6m charms ''for free''. Is this a road you want to walk down, especially with DBs? -- GregLink | + | The breathing method seems scary to me. It effectively reduces the cost of all charms by 1m, across the board, for all time. At Ess 4. For DB's. Yeah, there's that little bit about 'at most 4-ish motes per turn, max' (most chars won't break Ess 5, so really the limit is set at 4-5). It seems almost Solar that way, unless you're suggesting the Solars have the much more flat-out "All charm costs are reduced by 1m, with no limit' case. More scarily, the DB version you've posted works even on 1m charms, allowing you to use 1m charms infinitely. What does this mean? It means that a 5-point jade hand can bring any 6m or less charm down to 1m. This charm brings that (effectively) to zero, as it replenishes that 1m. Thus, you get DB's whipping out 6m charms ''for free''. Is this a road you want to walk down, especially with DBs? -- [[GregLink]] |
See, that's me thinking JADE HANDS are broken, not my Charm. And there are differences in "reducing mote cost by 1" and "regain 1 mote when using a charm" due to timing, interaction effects, anima flare...all sorts of things. I really don't think regaining 4-5 motes a turn is too strong for an Essence 4 Charm, especially since it has such a widely variable effect. Sure its cool for 1 mote Charms, but not that great with 5+ mote Charms, which DBs have a fair number of. <br> | See, that's me thinking JADE HANDS are broken, not my Charm. And there are differences in "reducing mote cost by 1" and "regain 1 mote when using a charm" due to timing, interaction effects, anima flare...all sorts of things. I really don't think regaining 4-5 motes a turn is too strong for an Essence 4 Charm, especially since it has such a widely variable effect. Sure its cool for 1 mote Charms, but not that great with 5+ mote Charms, which DBs have a fair number of. <br> |
Revision as of 08:06, 5 April 2010
Lore Charms
Elemental Bolt Attack</b>
<b>Cost: 1 mote per 2L Duration: Instant Type: Reflexive Min Lore: 2 Min Essence: 2 Prereqs: None
The most basic of elemental manipulations, even a novice among the Terrestrial Exalted can summon up the Element that runs in his veins and cast it against those that challenge him. Each activation of this Charm provides a free attack against any target within (20 x Essence) yards. The attack uses the character's Dexterity + Highest Ranged Attack Skill (Archery, Thrown, Athletics) with an automatic bonus of the Dynast's Essence trait in dice. Every mote spent on this Charm buys 2L base damage for the attack. No more motes then the Terrestrial's Lore rating plus applicable specialties can be spent on any single activation of this Charm and this Charm can not be activated more then once each turn. This Charm can only be used during the character's normal action tick.
Elemental Blast Technique</b>
<b>Cost: 1 mote per 1L Duration: Instant Type: Reflexive Min Lore: 2 Min Essence: 3 Prereqs: Elemental Bolt Attack
Requiring even less control then hurling a bolt of power, this technique simply unleashes a destructive whirlwind of the Dragon-Blood's favored elemental expression. Lightning flashes and ice winds rage when the Dynast lets loose his power. Each use of this Charm creates a destructive manifestation of the character's Element that may be centered anywhere within (20 X Essence) yards and extends in all directions for the character's Essence in yards. The Terrestrial makes a single Dexterity + Highest Ranged Combat Skill (Archery, Thrown or Athletics) attack with a dice bonus equal to his Essence. This attack is applied against all targets inside the range of the blast and has a base damage of 1L per mote expended on the Charm. No more motes then the Terrestrial's Lore rating plus applicable specialties can be spent on any single activation of this Charm and this Charm can not be activated more then once each turn. This Charm can only be used during the character's normal action tick.
Dragon's Rapacious Appetite</b>
<b>Cost: 1 mote per 1A Duration: Instant Type: Simple Min Lore: 5 Min Essence: 4 Prereqs: Elemental Burst Technique, Elemental Empowerment Meditation
Raw application of elemental force from the outside is a clumjsy method of directing the Elements against a foe. it can be avoided or defended against with ease by any competent Exalt. Directly applying the force of the Elements takes a far greater degree of control, but few foes can deal with their bodies transmuting to the very substance of the Elements. This Charm requires physical contact which is represented by a Dexterity + Brawl or Martial Arts roll with an Accuracy equal to the character's Essence trait. This roll can be made with Melee, provided the weapon used is made of attuned Jade. If contact is made, the base damage is 1A for each mote spent on this Charm. A Terrestrial can only spend up to his Lore + Specialties in motes on this Charm. The transformation of flesh to elemental substance is extremely difficult to heal or resist, especially for the Fae. Fair Folk targeted with this Charm take double the rolled damage.
Elemental Richochet Technique</b>
<b>Cost: 1 mote per 2L damage, 1 willpower Duration: Instant Type: Simple Min Lore: 5 Min Essence: 4 Prereqs: Elemental Burst Technique
A more powerful Elemental Bolt Attack, this Charm allows a Dragon-Blood to hurl a bolt of elemental power at multiple targets in one turn. Roll Dexterity + Athletics or Archery (whichever the player prefers) to hit. This attack has an accuracy equal to the Exalt’s Essence. The hit roll applies to all attacks made by this Charm. The bolt has a range of 10 yards X Essence and does a base of 2L per mote spent. A character cannot spend more motes on this Charm then his Lore + Specialties. If the first target of this Charm soaks damage from it, take the amount of damage soaked and roll it against a second target. This ricochet effect can only take place a number of times equal to the Dragon-Blood’s Essence. A bolt must be given a new target each time. If an attack is dodged, there is no ricochet effect. Ricochet only comes into play when damage from an attack is soaked.
Elemental Syphon</b>
<b>Cost: 4 motes Duration: Until depleted Type: Simple Min Lore: 4 Min Essence: 2 Prereqs: Elemental Empowerment Method
The Dragon-Blooded are masters of the Elements, which make up Creation and color Essence itself. Terrestrials who are in harmony with their Element can gather to themselves the power that runs through it. When the Dragon-Blood expends Essence, his pools are refreshed by the ambient power around him. A number of motes equal to his Essence + Breeding will be instantly restored once expended. The Charm ends as soon as all possible motes have been restored.
Uniting Storm Front Technique</b>
<b>Cost: 5 motes, 1 willpower + 4 motes per person Duration: One Scene Type: Simple Min Lore: 6 Min Awareness: 4 Min Essence: 6 Prereqs: Sense-Riding Technique, Elemental Empowerment Meditation
Dragon-Blooded were the foot-soldiers of the Celestial Army, designed to work together in groups to accomplish their goals. Many of their Charms express their group dynamic, but the series of techniques that branch from this Charm are perhaps the best embodiment of the group-action principle. This Charm's effects must be evoked with physical contact but last no matter the physical distance seperating the Linked Exalts. Only one Exalt in a Circle need activate this ability to affect his Circlemates. A number of Dragon-Blooded up to the user's Essence may be bound into a Linked Circle. Creatng a Linked Circle has the following benefits:
- Members of a Linked Circle may freely use their Essence and Willpower to pay for the Charms, Spells or other abilities of their Circlemates.
- The cap on dice-adders possessed by the Linked Circle is raised by one for each member.
- For every two members, the effective Essence of all Linked Exalts is raised by one for the Charm duration. This is only used for calculations of maximum pools and expenditures.
- No member of the Linked Circle pays a surcharge for Charms one of his Circlemates has in-Aspect. Thus, a Perfect Linked Circle has no surcharges at all.
Elemental Flux Technique</b>
<b>Cost: None Duration: Permanent Type: Special Min Lore: 3 Min Essence: 2 Prereqs: None
The Dragon-Blooded are well known for the destructive power of their elemental Animas. Generally, these animas are a detrement, eating away at papers and other delicate objects, even wood and the flesh of allies. A few Terrestrials will sacrifice what little control they have over the destruction of their animas for aditional punch in combat. For each purchase of this Charm, the damage inflicted by a Terrestrial's anima is increased by 1 die of Lethal damage. This Charm may be purchased once per dot of Permanent Essence the character has. Characters may take one additional purchase of this Charm for each dot in the Breeding Background beyond 3. Members of the Eclipse Caste may never learn this Charm.
Elemental Shield Method</b>
<b>Cost: 1 mote per target Duration: One Scene Type: Simple Min Lore: 4 Min Essence: 2 Prereqs: Elemental Flux Technique
Few Dragon-Blooded ride mounted or fight in close formations because of the havoc their Anima Flux wreaks on allies as well as foes. By expending 1 mote of essence per ally or mount, up to her Permanent Essence, the Terrestrial can protect her friends from the Anima Flux. In order to prevent harm from coming to their allies, the Terrestrial must make a Stamina + Essence roll at Difficulty equal to the number of people protected. Failure on this roll inflicts on the allies a number dice of unsoakable lethal damage equal to the number of allies protected. A botch on the roll makes the damage aggravated. Members of the Eclipse Caste may never learn this Charm.
Elemental Corona Technique</b>
<b>Cost: 1 mote per 2L Duration: Instant Type: Reflexive Min Lore: 3 Min Essence: 3 Prereqs: Elemental Bolt Attack
One of the many Dragon-Blooded Charms designed to increase the combat prowess of others, the Elemental Corona surrounds another person's attack with an aura of elemental furry, adding 2L to the base damage of the attack for every mote spent on this Charm, up to a limit of the Dynast's Lore + Specialties. This Charm must be used to supplement an attack made by another person.
Draining the Dragon's Blood</b>
<b>Cost: 10 motes, 1 willpower, 1 health level Duration: Varies Type: Simple Min Lore: 5 Min Essence: 5 Prereqs: Elemental Succor Technique
A highly complicated Charm requiring a total of five Dragon-Blooded, each trained in the use of it, working together to activate, Draing the Dragon's Blood is used sparingly and with great discression because of its destructive environmental effects. The Dragon-Blooded working together to use this Charm can be of any combination of Aspects but a Perfect Circle or a Circle comprised of only one Aspect gains 2 dice in their Strength + Occult roll. Additional dice can be purchased for every turn beyond the first spent on this Charm, up to 5 additional dice.
To Drain the Dragon's Blood is almost a literal name for this Charm. By letting their blessed blood flow into the ground around them the five Terrestrials are able to awaken the Essence of a Manse or Demesne they stand in and draw it into them. This requires the above-mentioned Strength + Occult roll with a difficulty equal to the level of the Manse or Demesne to be made by all five participants. For every combined success the Circle draws in one "power die" which can be added to any roll made within the next scene.
The participants decide together how to allocate the "power dice" among themselves, there are no restrictions on who gets how many dice. The only restriction is that a Manse or Demesne can not supply more then 10 times its level in "power dice" and if the maximum number of dice is removed from it all at once, it collapses in on itself and ceases to exist. Any Hearthstone created by the Manse is destroyed when this happens. Drawing lesser amounts of "power dice" simply reduces the level of the Manse by 1 for every 10 dice drawn out. These levels return at the rate of one per day and only affect Essence regeneration rates.
Obviously this Charm must be performed within the confines of a Manse or Demesne.
Ambient (Wind / Earth / Heat / Water/ Life) Conversion</b>
<b>Cost: None Duration: Permanent Type: Special Min Lore: 3 Min Essence: 3 Prereqs: Elemental Empowerment Meditation
This cluster of five Charms embodies the ability to gather and store the five Elemental flavors of Essence within the physical structure of a Terrestrial Exalted's body. The Ambient Conversions can be learned in any order, but most commonly the Charm matching the character's Aspect is learned first. Each version of this Charm creates a new Essence pool of motes specifically aspected towards the Element the Charm is named for. These pools have a maximum of 8 motes, 10 for the pool matching the Aspect of the character, and can only be refilled inside a Manse or Demense matching their aspect or by immersing the character in the proper element as with Elemental Empowerment Meditation.
Motes from the pool created by a purchase of these Charms can only be used to pay for Charms matching the aspect of the pool. This includes surcharges for that Aspect and Martial Arts attuned to the Element in question as well. Elemental pool motes count as Peripheral Essence.
It is impossible to learn a single Ambient Conversion Charm multiple times.
Breathing the Elements</b>
<b>Cost: None Duration: Permanent Type: Special Min Lore: 4 Min Essence: 4 Prereqs: Ambient Conversion of the character's Aspect
Though Essence constantly flows through all of Creation, it can normally be tapped only with effort, amazing acts of prowess or in certain locations. Having made the Essence of the elements a part of his body, the Dragon-Blooded is able to gather the Essence of Creation as they surge in response to his own manipulations. Every time the Exalted uses a Charm he may regain 1 mote. The character can only regain up to his Essence in motes this way each turn.
Overwhelming Quintuple Catastrophe</b>
<b>Cost: 10 motes, 1 Willpower Duration: Instant Type: Simple Minimum Lore: 5 Minimum Essence: 5 Prerequisite Charms: Dragon Vortex Attack
Tapping the elemental nature of his own body and using the power inherant in his bones, blood, breath, emotions and soul the Terrestrial can unleash the fury of the five Creation-based elements against those who are based on others. This Charm only functions against beings not based on the Essence of Creation. Demons, Alchemicals and non-human Autochthonians, Fae and natives of the Underworld are all vulnerable to its effects.
The Creation-Essence created by this Charm will react violently with any opposing flows, causing mutual destruction and disharmony. Any suitable being within the Terrestrial's Essence in yards is subject to the effects of this Charm. Unless they are successful on a Stamina + Resistance roll (difficulty of the Terrestrial's Essence + Breeding), they will take 1A damage for every 4 motes in their Essence pools. Committed Essence is counted for purposes of determining damage. This effect can be parried (treat as an attack with Essence + Breeding successes) but not dodged. Any parry successes lower the difficulty of the resistance roll by 1.
Comments
The breathing method seems scary to me. It effectively reduces the cost of all charms by 1m, across the board, for all time. At Ess 4. For DB's. Yeah, there's that little bit about 'at most 4-ish motes per turn, max' (most chars won't break Ess 5, so really the limit is set at 4-5). It seems almost Solar that way, unless you're suggesting the Solars have the much more flat-out "All charm costs are reduced by 1m, with no limit' case. More scarily, the DB version you've posted works even on 1m charms, allowing you to use 1m charms infinitely. What does this mean? It means that a 5-point jade hand can bring any 6m or less charm down to 1m. This charm brings that (effectively) to zero, as it replenishes that 1m. Thus, you get DB's whipping out 6m charms for free. Is this a road you want to walk down, especially with DBs? -- GregLink
See, that's me thinking JADE HANDS are broken, not my Charm. And there are differences in "reducing mote cost by 1" and "regain 1 mote when using a charm" due to timing, interaction effects, anima flare...all sorts of things. I really don't think regaining 4-5 motes a turn is too strong for an Essence 4 Charm, especially since it has such a widely variable effect. Sure its cool for 1 mote Charms, but not that great with 5+ mote Charms, which DBs have a fair number of.
Also, sorry if I'm being dense...but where do Solars enter into this at all? It's a DB Charm. By simply existing and being strong it doesn't imply that Solars have (or need) a version of the Charm that is stronger. In fact, I hate that mentality with rabid virulence. I hate cloning Charms across splats and I loathe it when people suggest "well sure that's fine if the Solar version is better" because there doesn't NEED to be a "Solar Version" of everything else. Sorry. Minirant. - Telgar
Really like the Uniting Storm Front Technique, since the dragon blooded really need something game mechanic wise, to make them stand up to the other types of exalted, when in groups. Now all you need is a charm that allows a perfect circle to change into a single multi elemental creature. - HammerOne
- I don't really think there needs to be a Voltron Charm for DBs. It doesn't strike me as something they need to have very much. I'd rather then control the elements then become them. - Telgar