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'''Minimum Essence: ''' 5<br>
 
'''Minimum Essence: ''' 5<br>
 
'''Prerequisite Charms: ''' (Element)-Knitting Technique<br>
 
'''Prerequisite Charms: ''' (Element)-Knitting Technique<br>
More than simply push the tides of the Elements around him apart when they strike, the Dragon is able to use his ability to Craft the Elements to hold attacks of pure elemental energy and knit them into something he can hold... and throw back if need be! This Charm can be bought five times, once for each Element(with the names of the Elemental Dragons, thus Holding the Breath of Danaa'd, Holding the Breath of Pasiap, and suchlike) and allows the character to Reflexively pay 3 motes and roll Essence+Craft when attacked by one such element, with a difficulty equal to the attacker's Essence. On a success, the character manages to hold the elemental attack, defending against it and holding it on her hand(it may not even be an attack, this may be used to hold the flame of a bonfire or a lighting falling from the sky). The Dragon-Blooded may only hold one elemental attack at a time, and may throw it back, rolling his own pool, with the same accuracy and damage it had before(or simply targeting an enemy with an Environmental Condition, if that is what he held).
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More than simply push the tides of the Elements around him apart when they strike, the Dragon is able to use his ability to Craft the Elements to hold attacks of pure elemental energy and knit them into something he can hold... and throw back if need be! This Charm can be bought five times, once for each Element(with the names of the Elemental Dragons, thus Holding the Breath of Danaa'd, Holding the Breath of Pasiap, and suchlike) and allows the character to Reflexively pay 3 motes and roll Essence+Craft when attacked by one such element, with a difficulty equal to the attacker's Essence. On a success, the character manages to hold the elemental attack, taking no damage from it and holding it on her hand(it need not be an attack -- this Charm may be used to hold the flame of a bonfire or a lighting falling from the sky). The Dragon-Blooded may only hold one elemental attack at a time, and may throw it back, rolling his own pool, with the same accuracy and damage it had before(or simply targeting an enemy with an Environmental Condition, if that is what he held).
  
  
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'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
 
'''Prerequisite Charms: ''' Stone-Carving Fingers Form, Flaw-Finding Examination<br>
 
'''Prerequisite Charms: ''' Stone-Carving Fingers Form, Flaw-Finding Examination<br>
As an alternative to the unmaking of earth, the character who learns this Charm may simply move the earth to make an earthly object useless! ''Folding Earth Technique'' only works within objects wrought of Earth(but not Wood or Metal) within the character's line of sight; when used, the object ceases to function, the earth shifting like a folding crane into something else! Stairs become a ramp; a ramp becomes stairs; a door loses its ability to be locked, or welds in place like a wall; a climbing wall reverts to smooth stone. This lasts for an scene, and the earthen contruction or object returns to its function afterwards. Those climbing this stone fall unless they have ways to hold to the smooth stone, the fall, or lack thereof, being handled normally. When affecting a personal gear such as a stone weapon or armor, it can still be used, but at a 2-dice enviromental penalty.
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As an alternative to the unmaking of earth, the character who learns this Charm may simply move the earth to make an earthly object useless! ''Folding Earth Technique'' only works within objects wrought of Earth(but not Wood or Metal) within the character's line of sight; when used, the object ceases to function, the earth shifting like a folding crane into something else! Stairs become a ramp; a ramp becomes stairs; a door loses its ability to be locked, or welds in place like a wall; a climbing wall reverts to smooth stone. This lasts for an scene, and the earthen contruction or object returns to its function afterwards. Those climbing this stone fall unless they have ways to hold to the smooth stone, the fall, or lack thereof, being handled normally. This Charm can affect personal gear, but it cannot make it completely useless, just extremely hard to use, incurring in a 2-dice enviromental penalty to the use of a mundane object made of stone as a weapon or tool, or to all physical checks when used in stone armor.
  
 
'''Tunnel-Spreading Gesture'''<br>
 
'''Tunnel-Spreading Gesture'''<br>
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'''Minimum Essence: ''' 3<br>
 
'''Minimum Essence: ''' 3<br>
 
'''Prerequisite Charms: ''' Folding Earth Technique<br>
 
'''Prerequisite Charms: ''' Folding Earth Technique<br>
Stomping the ground, the character sends a wave of earth Essence towards an earthen wall, separating it with the character's sheer force of will! The wall flows to open a tunnel no more yards wide than the character's Permanent Essence, and no more yards deep than the character's Craft score. This hole on the wall will only last as long the character's Permanent Essence in turns, but it will not hurt anything placed within it when it closes; it will simply enclose it harmlessly. The difficulty it has to solidify again halves the nessessary Strength+Athletics to break free from it, however. This Charm can also be used as a Perfect Defense against incoming projectiles made of Earth(but not metal); Anything from boulders to falling houses and avalanches parts to allow the character, and allies within his Essence in yards, to be unharmed.
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Stomping the ground, the character sends a wave of earth Essence towards an earthen wall, separating it with the character's sheer force of will! The wall flows to open a tunnel no more yards wide than the character's Permanent Essence, and no more yards deep than the character's Craft score. This hole on the wall will only last as long the character's Permanent Essence in turns, but it will not hurt anything placed within it when it closes; it will simply enclose it harmlessly. The difficulty it has to solidify again halves the nessessary Strength+Athletics to break free from it, however. This Charm can also be used as a Perfect Defense against incoming projectiles made of Earth(but not metal); Anything from boulders to falling houses and avalanches parts to allow the character -- and allies within his Essence in yards -- to be unharmed.
  
 
'''Rising Dragon Spine'''<br>
 
'''Rising Dragon Spine'''<br>
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Revision as of 08:06, 5 April 2010

Flawless Stone

Stone-Carving Excellence
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Craft: 1
Minimum Essence: 1
Prerequisite Charms: None
The earth refines and perfects the stones within, and naturally creates veritable masterworks! The character acts like the earth, refining, shaping, creating wonders that are normally left to chance and the Earth Dragon's whims, with the excellence that creates mountains and peaks! Add two dice to the character's Craft dice pool for every mote spent; however, a Dragon-Blood cannot more than double his Craft Ability(plus any relevant specialties) with this Charm. The player must declare that he is using this Charm and spend the Essence before making the Craft roll.

Mountain-Shaping Lessons
Cost: 2 motes per reroll
Duration: Instant
Type: Reflexive
Minimum Craft: 2
Minimum Essence: 2
Prerequisite Charms: Stone-Carving Excellence
Earth raises mountains from within it, but it is rarely alone. What the earth fails to do is taken by the winds, which gently erode the earth. What the winds fail to do is taken by the water, in rivers and rains, slowly shaping the earth. What the winds fail to do is taken by the wood, which grows in the earth, holding and changing its look. And the wood itself is burnt by fire, which can spread to change all of the mountain, to open it for changes once again! Knowing the mountain's lessons, the character knows that if one element fails, the next will succeed. Using this Charm, the player may reroll the character's Craft pool completely. He can reroll a number of times equal to his Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully accurate) movement is completed.

Forge the Sands of Time
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Craft: 3
Minimum Essence: 3
Prerequisite Charms: Mountain-Shaping Lessons
Dragon-Blooded builders have an innate connection with the earth. It responds to their whispers, it hardens and smoothens at their wishes, it changes itself so their hands can find the weakest spots and correct them. To them, the earth shows all of its mercy, allowing the builder to complete his work with a speed that astonishes mortal craftsmen! The character halves the Craft time required when working with items made of earthly materials(stone, glass, gems and other such materials), and needs only spend one scene beforehand creating the project, as the earth itself will give the Dragon-Blooded the insight for its construction(this secondary bonus only works if it is not an original Creation).

Diamond-Refining Exercise
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Craft: 4
Minimum Essence: 3
Prerequisite Charms: Forge the Sands of Time
Earth is a great purifier, whose properties go unseen to those that do not understand it. Like the clay purifies the water, like the pressures gather and purify strong gems, the character learns to use her fingers, her essence, its pressure and might to purify, harden and perfect an item made of earthly materials(stone, glass, gems and other such materials). This requires the character to hold the item, soaking it in her anima, smoothing it with her fingers, for (the item's Resources Value x2 - the Dragon-Blooded's Essence) hours. At the completion, the character rolls her Essence+Craft with a difficulty equal to the Resources Value of the item. One success is enough to make it of Exceptional quality, three successes are enough to make it Perfect.

Diamond-Shattering Claw
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Diamond-Refining Exercise, Charm of Greater Unmaking
Just as the Ivory Dragon can cleanse an item of its impurity, of its flaws, he can exploit them, holding an item and crushing it with the lash of her anima, a landslide of earth's furious pressure able to crush anything and everything! After holding an item, be it with an clinch attempt or a bare-handed parry, the Dragon-Blooded can attempt to shatter it, rolling Essence+Craft with a difficulty equal to its Resources Value! Items thus shattered may be reforged normally, unless the Dragon-Blooded achieves 5 or more successes over the difficulty, then shattering it utterly and unmaking it to its raw elemental materials. This Charm has no effect against items made of the Five Magical Materials.

(Element)-Knitting Technique
Cost: 10 motes, 1 willpower, 1 Experience Point
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Diamond-Refining Exercise
Terrestrial Exalted are masters of elemental manipulation. While other beings may construct items of Swords of Glass, Temples of Stone and Boats of Wood, the most powerful of Dragon-Blooded can create Swords of Frozen Fire, Temples of Sand and Boats of Flower Petals. This Charm allows the character to forge items out of raw elements. Aside from its impressive qualities, items thus created are never less than Exceptional examples of their kind, being just as hard to destroy, and usually possess the power of a Hearthstone * of the Chosen Aspect, to show how an armor of fire warms in he cold or a scarf of petals is scented. When used to make Artifacts, this Charm divides by three the time to construct an artifact made of raw elemental forces. This is five Charms, one for each Element.

  • Air-Knitting Technique allows the character to work lighting, thunder, ice, snow, and other manifestations of Air.
  • Earth-Knitting Technique allows the character to work sands, glass, dust, and other manifestations of Earth.
  • Fire-Knitting Technique allows the character to work flame, smoke, ashes, and other manifestations of Fire.
  • Water-Knitting Technique allows the character to work river, sea, rain, dew, and other manifestations of Water.
  • Wood-Knitting Technique allows the character to work poison, petals, leaves, amber and other manifestations of Wood.

As a side benefit, whenever a character is attacked by an attack of raw elemental power of an element she knows the Charm to knit, she becomes able to hold the attack on her hands and push it away almost harmlessly! She receives a number of dice in her parry attempts against raw elemental attacks she knows how to knit equal to her Craft score(plus any applicable specialties), which she may defend with if she lacks a pool.

Holding the Breath of (Dragon)
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Craft: 5
Minimum Essence: 5
Prerequisite Charms: (Element)-Knitting Technique
More than simply push the tides of the Elements around him apart when they strike, the Dragon is able to use his ability to Craft the Elements to hold attacks of pure elemental energy and knit them into something he can hold... and throw back if need be! This Charm can be bought five times, once for each Element(with the names of the Elemental Dragons, thus Holding the Breath of Danaa'd, Holding the Breath of Pasiap, and suchlike) and allows the character to Reflexively pay 3 motes and roll Essence+Craft when attacked by one such element, with a difficulty equal to the attacker's Essence. On a success, the character manages to hold the elemental attack, taking no damage from it and holding it on her hand(it need not be an attack -- this Charm may be used to hold the flame of a bonfire or a lighting falling from the sky). The Dragon-Blooded may only hold one elemental attack at a time, and may throw it back, rolling his own pool, with the same accuracy and damage it had before(or simply targeting an enemy with an Environmental Condition, if that is what he held).


Bending Earth

Folding Earth Technique
Cost: 4 motes
Duration: One Scene
Type: Simple
Minimum Craft: 4
Minimum Essence: 2
Prerequisite Charms: Stone-Carving Fingers Form, Flaw-Finding Examination
As an alternative to the unmaking of earth, the character who learns this Charm may simply move the earth to make an earthly object useless! Folding Earth Technique only works within objects wrought of Earth(but not Wood or Metal) within the character's line of sight; when used, the object ceases to function, the earth shifting like a folding crane into something else! Stairs become a ramp; a ramp becomes stairs; a door loses its ability to be locked, or welds in place like a wall; a climbing wall reverts to smooth stone. This lasts for an scene, and the earthen contruction or object returns to its function afterwards. Those climbing this stone fall unless they have ways to hold to the smooth stone, the fall, or lack thereof, being handled normally. This Charm can affect personal gear, but it cannot make it completely useless, just extremely hard to use, incurring in a 2-dice enviromental penalty to the use of a mundane object made of stone as a weapon or tool, or to all physical checks when used in stone armor.

Tunnel-Spreading Gesture
Cost: 4 motes, 1 willpower
Duration: Essence in turns
Type: Reflexive
Minimum Craft: 4
Minimum Essence: 3
Prerequisite Charms: Folding Earth Technique
Stomping the ground, the character sends a wave of earth Essence towards an earthen wall, separating it with the character's sheer force of will! The wall flows to open a tunnel no more yards wide than the character's Permanent Essence, and no more yards deep than the character's Craft score. This hole on the wall will only last as long the character's Permanent Essence in turns, but it will not hurt anything placed within it when it closes; it will simply enclose it harmlessly. The difficulty it has to solidify again halves the nessessary Strength+Athletics to break free from it, however. This Charm can also be used as a Perfect Defense against incoming projectiles made of Earth(but not metal); Anything from boulders to falling houses and avalanches parts to allow the character -- and allies within his Essence in yards -- to be unharmed.

Rising Dragon Spine
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Craft: 5
Minimum Essence: 2
Prerequisite Charms: Folding Earth Technique
With a strike to the ground, the character calls upon the Essence of Pasiap within all earth, compelling it to rise to meet the skies like the rising spine of an angry dragon! With Rising Dragon Spine, the character becomes able to raise a portion of earth neither taller nor longer than her Essence score in yards, not farther than her (her Essence x5) yards! The character may shift this form with a Wits+Craft roll, changing its square shape to make it thinner rather than longer or add steps to it like a stair, with the difficulty set by the storyteller. Only simple dull shapes can be done in this way, however. The character may use this Charm more than once to add even more earth, thus creating instant fortifications or bridges. Its rise occurs throughout the turn and is too slow to catch enemies off-guard or shield against attacks in an instant, but it can be used to modify the battlefield favorably towards the character.

Twisting Dragon Quicksand
Cost: 3 motes
Duration: Essence in Turns
Type: Reflexive
Minimum Craft: 5
Minimum Essence: 3
Prerequisite Charms: Rising Dragon Spine, Stone-Dissolving Touch
When the earth shakes, one feels like it is liquid, flowing under one's feet! With Twisting Dragon Quicksand, that feeling becomes literal. A soft humming comes from the Dragon-Blooded's body, like a tremor that touches all the earth beneath her, making it seem to liquefy, opponents sinking their feet into the ground, unable to find steady footing! All opponents standing over earth or stone within the (Dragon-Blooded's Essence x5) yards receive an enviromental penalty of 3 dice to their physical dice pools and base movement speed. Further, they cannot leap out of the earth without the aid of Charms that specifically aid on that. Multiple Dragon-Blooded may use this Charm in unison, and the penalties stack.

Pasiap's Hammer
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Craft: 5
Minimum Essence: 3
Prerequisite Charms: Rising Dragon Spine
With a stern gesture towards his opponent, the character sends his will through earth and stone, shaping the ground beneath the opponent into the perfect conduit for his displeasure! With this Charm, the character is able to conduct an unarmed strike(with either Brawl or Martial Arts, usually) on an opponent no farther than (his Essence x10) yards away and touching earthen ground! This attack increases its accuracy by +1 and increases its base damage by the character's Craft score. This Charm may explicitly be comboed with Charms of other Abilities.

Rising Adamant Anthill
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Pasiap's Hammer
More than a simple hammer of stone coming from the earth, the character is able to focus the Earth Dragon's displeasure in a foe with such force that the earth rises as many, striking anywhere and everywhere! This is an unarmed strike(with either Brawl or Martial Arts, usually) on an opponent no farther than (his Essence x10) yards away and touching earthen ground. When making use of this attack, the character chooses wether to make the force spread out in diamond shards or to close within an enemy as obsidian shards. This attack is either Undodgeable or Unparriable, chosen when the Charm is invoked(it may be both, but the character has to pay 1 extra willpower for the strain of doing both configurations at once). This Charm may explicitly be comboed with Charms of other Abilities.

Rising Dragon Wing
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Rising Dragon Spine
Rising like the wings of mighty Pasiap, the character causes the ground to arise to protect her and her own! With Rising Dragon Wing the character causes a wall to raise from the ground with blinding speed, interposing it between herself and any strikes that may come her way! Those walls are as long as the squares created with Rising Dragon Spine, but nowhere near as thick, and require the character to suceed on a Wits+Craft roll at difficulty 4 to be effective. If the character is successful, it shifts the target of the attack to the wall, which has the character's Craft in Bashing and Lethal soak and twice her Essence in Health Levels. Most personal attacks will simply strike the wall, not the character, but explosive effects may spill over if they do more damage than the wall's Health Levels, requiring the characters behind it to defend against it any way they can. Attacks that bypass cover, are immaterial or perfect will always find a way around the wall. The wall may be created anywhere within the character's (Essence x10) yards, as long as he is in contact with the same swath of earth as it. (it has to be earth, not wood or metal.)

Metal Dragon Mastery
Cost: None
Duration: Permanent
Type: Special
Minimum Craft: 5
Minimum Essence: 5
Prerequisite Charms: Rising Dragon Wing, Twisting Dragon Quicksand, Tunnel-Spreading Gesture
Metals are the children of the earth, forged within it, from it and of it! Understanding the intrincacies of shifting Earth, the character becomes so proficient and aware of the element around him he is able to perceive and move even the slightest portions of Earth Essence within Metal, moving it as he would earth and stone! This Charm enhances Folding Earth Technique and all Charms building up from it; From now the character is able to use them on metallic objects as readily as he can with objects of earth and stone. This includes the Five Magical Materials.

Earthen Hatchling Legion
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Craft: 5
Minimum Essence: 5
Prerequisite Charms: Rising Dragon Wing, Twisting Dragon Quicksand, Pasiap's Hammer
The Terrestrial Exalted are princes of the earth, and when they find their escort wanting, they may petition the Earth itself to provide them with suitable servants. Placing both hands over earthen ground and whispering a prayer to Pasiap, the Character pours his Essence on it, shaping the bodies of his escort, bodyguards carved out of perfect earth rising from the ground! This Charm creates a number of Elite Soldiers statues equal to the character's Essence score, none of them Extras. They obey the character's every desire, which need not be spoken aloud - they are extensions of his will, each and every one. They have the statistics for ordinary Elite Soldiers seen on Exalted page 278, except for their equipment; Upon invoking this Charm the character rolls his Intelligence+Craft, and may divide a number of Resource dots between the soldier's equipment equal to the result. Being Automata, the Soldiers cannot fail or suceed in virtue rolls, feel emotions or spend willpower, and take damage as if they were inanimate objects, Charms that aid in the destruction of inanimate objects being fully effective against them.

Rise the Dragon
Cost: 12 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Craft: 6
Minimum Essence: 6
Prerequisite Charms: Earthen Hatchling Legion
More than the escort of his lessers, the character can imbue the earth beneath him with his very Exalted Essence and draw out the immense form of his own inner dragon! The gargantuan creature raises from the earth around the character, under his complete control. It is an Automata just like the soldiers created by Earthen Hatchling Legion, with Dexterity equal to his Essence+2 and Strength and Stamina equal to twice that. It can soak Lethal damage with its full Stamina, and has (the character's Craft x5) Health Levels. The Dragon is under all Charms that enhance the character, and the character may use Charms with the Dragon, but paying for them with his own Essence pool. It acts independently every turn, using the character's combat abilities or his Craft, whichever's higher.