Difference between revisions of "DragonBloodedThrown/Telgar"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m
(more thrown!)
Line 1: Line 1:
 
* [[Charms]]
 
* [[Charms]]
 
* [[Charms/Telgar|/Telgar]]
 
* [[Charms/Telgar|/Telgar]]
 +
 +
----
 +
 +
<b><i>Furious Hurricane Onslaught</b></i>
 +
 +
  <b>Cost:</b> 5 motes
 +
  <b>Type:</b> Reflexive
 +
  <b>Duration:</b> Instant
 +
  <b>Min Thrown:</b> 4
 +
  <b>Min Essence:</b> 3
 +
  <b>Pre-Requisite Charms:</b> Loyal Weapon
 +
 +
Reaching out with a wisp of the wind a Dragon-Blood can claim weapons from the air once they are removed from the grasp of their owners. Whenever the character himself or another warrior in his line of sight is disarmed this Charm may be activated and the weapon used to make a reflexive attack at full pool. This attack can target any character in the weapon's range. Attuned Artifacts can not be controlled with this Charm.
  
 
----
 
----

Revision as of 05:41, 5 November 2005


Furious Hurricane Onslaught</b>

 <b>Cost: 5 motes
 Type: Reflexive
 Duration: Instant
 Min Thrown: 4
 Min Essence: 3
 Pre-Requisite Charms: Loyal Weapon

Reaching out with a wisp of the wind a Dragon-Blood can claim weapons from the air once they are removed from the grasp of their owners. Whenever the character himself or another warrior in his line of sight is disarmed this Charm may be activated and the weapon used to make a reflexive attack at full pool. This attack can target any character in the weapon's range. Attuned Artifacts can not be controlled with this Charm.


Unabating Storm Rage</b>

 <b>Cost: 5 motes, 1 willpower
 Type: Reflexive
 Duration: Instant
 Min Thrown: 5
 Min Essence: 3
 Pre-Requisite Charms: Vengeful Gust Counterattack, Persistent Hornet Attack

Snatching a weapon from the air with a chain of lightning an experianced Terrestrial warrior can direct such wasted weapons to better use then littering the ground. Activated in response to any thrown attack in the Dragon-Blood's line of sight being successfully defended against this Charm allows the character to take control of the weapon that was defeated unless it is an attuned Artifact. Once the weapon is under his control the character makes a normal attack against any target in the weapon's range. If his attack fails then he may choose to make another attack which need not have the same target. The character can continue making attacks until one attack is successful, at which point he loses control of the weapon.


Dust-Grabbing Simoon</b>

 <b>Cost: 5 motes, 1 willpower
 Type: Reflexive
 Duration: Instant
 Min Thrown: 4
 Min Essence: 2
 Pre-Requisite Charms: Persistent Hornet Attack

Heavy, heated currents of air rise at the Terrestrial's command to snatch the weapons of his opponents from the air and turn them against the attacker. This Charm must be used in conjunction with a parry against a mundane ranged attack. If the attack is parried then the weapon used to make it, so long as it is not an Artifact, comes under the Dragon-Blood's control as if it were under the effects of Persistent Hornet Attack.


Screaming Kettle Chakram</b>

 <b>Cost: 6 motes
 Type: Supplemental
 Duration: Instant
 Min Thrown: 5
 Min Essence: 4
 Pre-Requisite Charms: Dust-Grabbing Simoon

Filling his weapon with the boiling essence of steam ensures that even if the Terrestrial misses, his weapon will do some damage to his foes. If the attack enhanced by this Charm is successful the clouds of steam that jet from the orifices of the stricken target deal the Dragon-Blood's Essence in lethal environmental damage to everyone within Thrown + Essence yards of the target. The steam component of also reduces the target's armor soak by half against the attack. If the attack is unsuccessful the deadly steam clouds are unimpeded by the flesh of the target and race out with greater power dealing twice the Terrestrial's Essence in lethal environmental damage to everyone within Thrown X Essence yards of the weapon's location.


Blade Raining Chubasco</b>

 <b>Cost: 1 mote per 2 dice
 Type: Supplemental
 Duration: Instant
 Min Thrown: 3
 Min Essence: 2
 Pre-Requisite Charms: Persistent Hornet Attack

The storm and lightning spawned by the Chubasco wreaks destruction and pain on those it blows upon. Channeling the fury of the Chubasco into her weapons, a Terrestrial can increase the damage done by 2 dice per mote spent. No more motes can be spent on this Charm then the character has dots in Thrown. These dice can be added to any ranged attack made with Thrown or Athletics. This Charm can be comboed with Charms of other Abilities.


Lethal Blizzard Technique</b>

 <b>Cost: 1 mote per 2 dice and 1L
 Type: Reflexive
 Duration: Instant
 Min Thrown: 5
 Min Essence: 5
 Pre-Requisite Charms: Invisibly Hidden Chakram Method

The power of the winds is often underestimated. Creating a blast of freezing winds, a Dragon-Blooded can scour the life from lesser enemies, scything through numerous weaker opponents in seconds. These attacks have an accuracy of 2 dice per mote and a base damage of 1L per mote. The wind-blast has a maximum range of Essence X 10 yards. No more motes can be spent then the character has dots in Thrown. These attacks can only be made during the character's normal turn. A character can use this Charm no more times in a turn then his Thrown score.

Example: Tepet Sandra is beset by three Wyld Barbarians and has used both her Charm and action for the turn already slaying their Lunar master. Weakened from the battle she summons the Lethal Blizzard Technique and strikes out with blasts of ice and wind. Sandra is using the Charm three times, one time for each attacker. She decides to spen 5 motes on the first and 3 on each of the later two. The first attack thus has a pool of 10 dice and a base damage of 5L while the second and third attacks have pools of 6 and base damage of 3L.


Grasp of the Matanuska</b>

 <b>Cost: 1+ motes
 Type: Simple
 Duration: Special
 Min Thrown: 5
 Min Essence: 3
 Pre-Requisite Charms: Loyal Weapon

Channelling the air around him into a solid wisp of Essence a Sapphire Dragon can summon objects to himself or control them at a distance. The wisps of Air called into being by this Charm have a Strength + Athletics rating equal to the number of motes spent on this Charm times the user's Thrown rating. No more motes can be spent on this Charm then the character has dots in Essence. The air tentacles can not be used to do damage or attack, but they can restrain or lift both animate and inanimate objects. The tentacles can be maintained for up to an hour, but they can be dissipated at any time. As long as they remain in existance the character can use them for whatever task is desired. Splitting the tentacle into several is possible, but the Strength + Athletics rating is split evenly between all tentacles. The tentacles have a maximum reach of the character's Thrown + Essence in yards.


Wall of the Storm's Eye</b>

 <b>Cost: 1 mote per reduction
 Type: Reflexive
 Duration: Instant
 Min Thrown: 3
 Min Essence: 2
 Pre-Requisite Charms: Whirlwind Shield Form 

Gathering the wind around him into a violent tempest and hardening the air to steel, the Dynast blocks the movement of his opponent with hammers of air and terrible gusts of frozen air. For every mote spent on this Charm the maximum movement distance of a single opponent is reduced by 2 yards. This reduction is doubled if the character in question is attempting to jump, leap or otherwise leave the ground. Air aspected creatured such as Elementals and Terrestrial Exalted are immune to this Charm's effects.


Dance of the Dust Devil</b>

 <b>Cost: 3 motes
 Type: Simple
 Duration: Instant
 Min Thrown: 4
 Min Essence: 3
 Pre-Requisite Charms: Wall of the Storm's Eye

The dance of an Air Dragon summons up dust storms so potent that they not only blind but burry those who defy the will of the Terrestrial. All enemies of the Terrestrial within a number of yards equal to the Dynast's Essence X Thrown are affected by this Charm, caked with dust and blinded by grit. The Dance takes up time and effort, to power it the Terrestrial must sacrifice yards of movement as well as motes. For every 5 yards of movement sacrificed the Terrestrial adds 1 difficulty to all rolls attempting to harm himself and his allies by those in range of the Charm.


Feet of the Zephyr</b>

 <b>Cost: 5 motes
 Type: Simple
 Duration: One scene
 Min Thrown: 4
 Min Essence: 3
 Pre-Requisite Charms: Wall of the Storm's Eye

Wrapping his body in the winds that always blow unseen around him, a Sapphire Dragon can divorce himself from the mundane grasp of the Earth and blow where he wills without effort. Every turn this Charm grants the Dragon-Blood a reflexive movement of up to his Essence in yards. While this Charm is active, the Terrestrial hovers a foot above the ground and takes on a slightly misty appearance.

Comments

I have a couple questions about Lethal Blizzard Technique. The first is--if I have a character with a Thrown of 4, then I spend 4 motes and get 4 attacks at 4L, right? I don't have to spend 16L to get four attacks? The second question is--why is this reflexive? It seems a lot like the Dragon-Blooded version of Reaping the Bloody Wheat (From CB: Dawn), which is an Extra Action Charm. It seems like it should be at least, if not Extra Action, then Supplimental. Or maybe even Simple to prevent a Chakram storm. -Dorchadas

Actually, you would have to pay 16 motes to get 4 attacks at 4L damage. You're paying for one attack each time you activate. I'd worded it badly and not noticed. It's Reflexive so you can get some itty little hits out against extras or plink against big guys and still have a Charm free. An extra action charm wouldn't be so high up. - Telgar

Ah, okay. Paying for each die of damage would prevent the Chakram storm anyway, so that takes care of that. Thanks for the clarification -Dorchadas

A couple of questions:

  1. When, during a turn, can a character attack with Lethal Blizzard Technique? It being Reflexive would suggest that a) he could attack whenever he liked and b) that it could be used as a counterattack without the "cannot be used against counterattack Charms" proviso. I assume that each gust is thrown as a normal throwing weapon would be?
  2. Wall of the Storm's Eye seems, to be honest, fairly poor for a Simple Charm. A 3/2 Charm that can only be used once per turn? Personally, I'd make that one Reflexive.

Liking the Charms despite these issues, though. - Moxiane

Really, I wasn't sure about what type to call Storm's Eye. I agree about it being Reflexive but I wasn't sure if it'd become too powerful. I don't think so, due to mote economy for DB's being so tight. As for Lethal Blizzard, it can only be used when normal attacks could be used. I've editied it to make note of this. - Telgar

Lethal Blizzard Technique - What is the dice pool for the attack, or is the attack rolled at all? I would assume that it is Dex + Thrown, but the Charm text doesn't clarify. - David.

Charm text has been clarified to remove this confusion. The dice pool is purchased with the Charm itself. - Telgar