DragonBloodedMiscellaneous/Ambisinister

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Revision as of 13:58, 12 October 2005 by Darloth (talk) (suggestion)
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Resplendent Elemental Potential</b>

<b>Cost: none
Duration: Permanent
Type: Permanent
Minimum Ability: Any two Aspect Abilities at 5
Minimum Essence: 4
Prerequisite Charms:: Special

As the Terrestrial chosen grow in strength and experience, their natures shift closer to that of their patrons, the Elemental Dragons. Dragon Blooded who reach a certain level of mastery and expertise are blessed with a tiny spark of Draconic divinity. Once this charm is mastered, it permanently increases the die adder cap by one for each of the Exalt's Aspect Abilities. Only Abilities in which the Exalt has mastered at least four charms receive this benefit. This Charm may only be purchased once.

Divine Dragon Possibility</b>

<b>Cost: none
Duration: Permanent
Type: Permanent
Minimum Ability: Any three Aspect Abilities at 5
Minimum Essence: 5
Prerequisite Charms:: Resplendent Elemental Potential, Special

Those Terrestrials who devoutedly study the favored arts of their patron Dragon are capable of heights their peers cannot help but envy. Once this charm is mastered, it permanently increases the die adder cap by one for each of the Exalt's Aspect Abilities. These effects stack with those from Resplendent Elemental Potential. Only abilities in which the Exalt has masterd at least five charms receive this benefit. This Charm may only be purchased once.

Transcendent Elemental Mastery</b>

<b>Cost: none
Duration: Permanent
Type: Permanent
Minimum Ability: All Aspect Abilities at 4 or higher
Minimum Essence: 5
Prerequisite Charms:: Resplendent Elemental Potential, Divine Dragon Possibility, At least three Charms from each Aspect Ability

By ardently studying and practicing essence control, the Chosen of the Dragons can refine their efficiency and technique, allowing them to effortlessly manipulate their Aspected element. Once this charm is mastered, reduce the mote cost for all charms of the Terrestial's Aspect by 1. This cannot reduce the cost of any charm below 1. This charm may only be purchased once.

Comments

Dice adder cap increased by how much? One per charm? Or am I missing something? ~ WillCoon

One per charm. You guessed correctly and missed nothing. I somehow forgot to put the amount of increase in the charm descriptions. It has been remedied.-Ambisinister
I see! Well. Hmm. I'm not sure I'm in a position of sufficient mastery to comment with authority upon these, but I like the idea a great deal, particularily the capstone - high-Essence terrestrial charms seem to suggest some interesting pathways.

The cost for the first two charms seems somewhat in excess of the benefits provided, though. Would a straight +1 die (or +1 die and +1 cap) be excessive?
All in all, however, these seem like exactly the kind of charm I'd expect to see in higher-essence Dragon-Bloods. It is well.
~WillCoon

What do you mean by +1 die? -Ambisinister
Ah, by that I mean, do you think it would be excessive to give this Ess4 DB a +1 to all Aspect ability rolls, or, parenthetically, to give them this +1 to rolls in addition to a +1 to dice adder caps? Considering what they could theoretically do by using the charm slot in other ways, and what other exalts might do with such a charm slot...? Or perhaps with some clever limitation, or simply giving it to a specific aspect ability...? Because, as is, the first two charms seem somewhat speedbump-y, though I like the direction of perfecting one's aspect conection in higher-essence terrestrial charms.
~WillCoon
I don't have a problem with your suggestion power wise but I feel it's out of theme for a DB. Directly adding to ability rolls I feel falls more into the domain of the Solars (In fact, I created a mini charm cascade following that very theme, Solar Miscellaneous). I feel that enhancement of potential through the strengthening of essence manipulation is more in theme for DBs. That's vaguely what I was trying to base this on. Mind you, in light of your argument I can see how the two lesser charms are probably underpowered. I have yet to come up with a satisfactory patch, but it's on my project list.-Ambisinister
Have you considered directly modifying the speciality rules with these, instead of the die-adder cap? Allowing a DB to learn/apply 4 specialities to a roll rather than 3 automatically increases the dice-adder cap (if they have enough specialities, that is) and could be another benefit to either. I would suggest keeping the original effect so unspecialised DBs still get some benefit, but this also encourages DBs to pick up specialities, which is good.
-- Darloth just isn't sure which charm to apply this to... not both.