DragonBloodedSurvival/Telgar
Apple of Immanent Need
Cost: 1 willpower + Special Duration: Instant Type: Simple Min Survival: 4 Min Essence: 3 Pre-Requisites: Ration-Enhancing Method
Placing a trace of his own Essence and body into a fruit-bearing plant an Emerald Dragon can cause that plant to bear a single fruit containing some portion of himself. The fruit takes a full day to mature, during which the cost of this Charm is considered committed. The effects of the fruit can be determined by the character at the time the Charm is used. The fruit can give its eater up to 2 points of temporary willpower, heal 1 health level, grant up to 5 motes or 1 experience point. In order to bestow these benefits the creator of the fruit must pay the given traits as part of the Charm's cost. The fruit in question must be at least the size of an apple.
Paradise Oasis Dance
Cost: 10 motes, 1 willpower Duration: One day Type: Simple Min Survival: 4 Min Essence: 4 Pre-Requisites: Ration-Enhancing Method
Drawing into himself the Wood Essence of a small area and allowing it to become fully saturated with his own Exalted power, an Emerald Dragon can create a tiny pocket of paradise. By invoking this Charm and remaining within the area which it will affect for one full day, the Charm draws in, purifies and returns the Essence of life to the local plants and animals. An area of 1 acre per dot of Permanent Essence is affected, centered on the spot where the Dragon-Blood was standing when he first invoked the Charm.
The affected area becomes a tiny paradise, all plants and animals enjoying vastly increased size and health. Flora and fauna become 10% larger for each dot of permanent Essence the Terrestrial has. Repeated use of this Charm in a single area is a good way to eventually generate a Wood-aspected Demesne or to alter the aspect of an existing Demense.
Death-Eating Grove
Cost: 10 motes, 2 willpower, 1 health level Duration: Until ended Type: Simple Min Survival: 5 Min Essence: 4 Pre-Requisites: Paradise Oasis Dance
Infusing a bit of his life force into the plants and animals around him an Emerald Dragon can make small areas of land anathema to the undead. To use this Charm the character places his blood around the border of the region he wishes to protect, which can be no larger then the character's Survival + Essence in acres. Enacting this Charm takes one full day. At the end of the day the character becomes rooted in place at the center of the protected land. He can not move from that location, though he can take any action which doesn't require movement. At any time the character can end this Charm and free himself.
Once the marked land is protected it becomes hostile to the undead. Plants and animals will vicously attack any undead creatures that enter the land and the Essence of the area itself is toxic to the unliving. An undead being in the protected land takes 1L every turn in environmental damage and takes the Dragon-Blood's Essence in damage from the attacks of plants and animals. Undead beings with Essence higher then the character that invoked the Charm are unaffected.
Light-Eating Technique
Cost: None Duration: NDragonBloodedSurvival/Telgar/A Type: Special Min Survival: 4 Min Essence: 3 Pre-Requisites: Hostile Environment Preparation Method
By means of this Charm, a Dragon-Blooded can subsist on water and sunlight as easily as a plant. While food still offers nutrition and is preferred by many for its taste, sunlight and water provide all the nutrients required by the Terrestrial to stay in good health and never hunger. This Charm turns the skin of the Exalt a deep shade of green.
Harmony with Gaia's Breath
Cost: None Duration: NDragonBloodedSurvival/Telgar/A Type: Special Min Medicine: 5 Min Essence: 5 Pre-Requisites: Light-Eating Technique
Having reached a level of attunement to his element at which Wood is truly a part of his physical and mystical structure, an Emerald Dragon can forever more ignore the stings and dangers of the animals that Gaia breathed life into. No poison or toxin created by a natural animal (one that breeds true in Creation and was not sorcerously created) has no effect on the Dynast who has learned this Charm.
Harmony with Gaia's Blood
Cost: None Duration: NDragonBloodedSurvival/Telgar/A Type: Special Min Medicine: 5 Min Essence: 5 Pre-Requisites: Light-Eating Technique
Having reached a level of attunement to his element at which Wood is truly a part of his physical and mystical structure, an Emerald Dragon can forever more ignore the stings and dangers of the plants that are the body of Gaia herself. No poison or toxin created by a natural plant (one that breeds true in Creation and was not sorcerously created) has no effect on the Dynast who has learned this Charm.
Untouched by Plague and Blight
Cost: None Duration: NDragonBloodedSurvival/Telgar/A Type: Special Min Medicine: 5 Min Essence: 5 Pre-Requisites: Harmony with Gaia's Breath, Harmony with Gaia's Blood
All the dangers of the natural world have become mere tools of the Emerald Dragon, ever his allies and never his foes. The disease and disorder that plagues mortal flesh and harries the Exalted are as nothing to him for as long as he lives. No normal disease can infect or harm the character, though he is still vulnerable to the Great Contagion, Wyld-Born sickness and disease created by Charms or sorcery.
Living Armor Kata
Cost: 1 mote per 2B or 1L soak Duration: One Scene Type: Simple Min Survival: 4 Min Essence: 3 Pre-Requisites: Wild-Wandering Forester Charm
By attuning her Anima to the Element of Wood, a Dragon-Blooded can cause pollen, spores and seeds in the air around her to take root on her skin and in her hair, rapidly growing into bark-like armor that spreads across the Terrestrial’s body in seconds. It will soon wither and die from lack of nutrients and from the essence used to speed its growth, but for as long as it remains, it adds 2B or 1L soak per mote spent. This soak counts as Stamina-based for the purposes of all charms and incurs no Fatigue or Mobility penalty. No more motes may be spent on this Charm then the Dragon-Blood’s Survival, any specialties apply.
Ten Season's Growth</b>
<b>Cost: 1 mote Duration: One Minute Type: Simple Min Survival: 3 Min Essence: 2 Prereqs: None
As the Charm on page 24 of the Exalted Storyteller's Companion.
Cathedral of Wood Meditation</b>
<b>Cost: 5 motes Duration: Instant Type: Simple Min Survival: 5 Min Essence: 3 Prereqs: Ten Seasons Growth
In the Far East, even the smallest of plants grow to titanic proportions. Using this Charm, an Emerald Dragon can cause similar growth via the investment of Essence. For each use of this Charm, the plant it is used on will grow to 120% its normal size. The Storyteller should assign sensible limits to the growth of plants. No pumpkins the size of Creation. Plants must be touched for this Charm to be used on them.
Life to the Living</b>
<b>Cost: 10 motes, 1 willpower, 1 health level Duration: One day Type: Simple Min Survival: 5 Min Essence: 5 Prereqs: Shelter Creation Technique
Wood is the Essence of life and an abundance of it can give more life then natural to the already living. With this Charm, plants and other sessile creatures can become animate. After touching a plant to invest it with part of her life-force, the Dragon-Blooded can command the plant with impunity. Statistics for animated plants are suggested to focus mainly on Strength and Stamina for trees, Dexterity for creepers or vines and to have at most a 3 in any relevant combat ability.
Stirring the Verdant Rage
Cost: 15 motes, 2 Willpower, 1 Health level Type: Simple Duration: One Scene Min. Survival: 6 Min. Essence: 6 Prereqs: Shelter Creation Technique
By spilling some of his own wood-touched blood to across vegetation, a Dragon-Blooded can awaken the rage of the Wood Essence within and rouse the local plantlife to fight on his behalf. Every plant within the Terrestrial's (Essence x 10) yards animates itself and attempts to destroy his enemies. Vines will coil and whip around opponents, tree roots will drag them underground, branches will spear them and even lowly mushrooms will become poisonous and attempt to bring low the Dragon-Blood's foes. Small plants such as mushrooms or rose bushes are treated as cats or (in the case of poisonous ones) arrow frogs. Vines or leafy plants such as kudzu are treated as serpents or octopi. Small trees are treated as horses while large trees use the statistics for Yeddim. Plants of extreme size such as those found in the Far East or Haltan Redwoods may have statistics like those of a Tyrant Lizard or other very large predator.
Comments
Hi, I was wondering about Light-Eating Technique . It's a cool idea for a Charm, but shouldn't the duration not be permanent? So, maybe 1 day per Essence? Give it a cost of, say, 2m? It just seems kinda wrong to make Mr Fire Aspect with Survival charms suddenly turn green forever... Anyhoo... Have Fun... nikink
Well, if he wants to eat sunlight, he just gets to be green. He still breathes smoke though. - Telgar
Isn't living armor Kata breaking the normal Ability cap for adders that DB have? I don't recall any DB charms that use Atrribute+Ability as limits, but I could be nmistaken. - ForceflowX
- It's a soak-adder, not a dice-adder. There aren't any hard-and-fast limits for the former that I'm aware of. - Moxiane
Indeed. While a Dice-adder would be limited to Ability+Spec, this adds soak and there's no limit on soak-adders other then what the Charm itself supplies. - Telgar
- Living Armor Kata seems...potent. It's superior to the comparable Solar charm (Durability of Oak), but does have higher prerequisites (Much higher, despite apparently being second Charm in a Tree). It just strikes me that a charm that allows double the soak of Durability of Oak (Which is limited by soak, not by motes) and covers Lethal is a bit beyond the norm for a DB charm, at least one that 'early' in the tree.. ~ BerserkSeraph
See, I feel more that Durability of Oak just sucks, as do all SolarResistance Charms. I based this on Five-Dragon Fortitude and DragonBloodedResistance, not SolarResistance. - Telgar
- That's fine, as long as it works out. Impervious Skin of Stone, therefore, should be comparable - second in tree, deals with buying Soak. Impervious Skin caps at Essence soak, or 2 soak for 1 mote for a character who takes it with the bare minimum prereqs. This caps at, for a character with, let's call it, Stamina 2, and the bare minimum, +12/+6, costing 6 motes. Both last a scene, both are Simple. The Impervious Skin is useless against Charm effects. The cost is identical to Five-Dragon Fortitude, but 5DFort has no cap...but is Reflexive. A scene-long charm with a higher cap than its Resistance Equivalent (and applies with less restrictions) and more mote-to-duration efficiency than its MA predecessor? Even in comparison to those it strikes me as too good. The Essence requirement is prohibitive, certainly, but most characters will invariably increase their Essence during play so it's not like the character's making a sacrifice. ~ BerserkSeraph
Essence requirement isnt a drawback, its a power scale. Same for ability requirement. You aren't balancing a Charm against the Essence or Ability requirement, you're balancing it for the requirement. But you are right about it being overpowered. I've limited it to Survival + Specialty motes.
Potato, pohtahto, I guess. I was approaching it from the angle that one could argue that, being a higher-Essence-req-charm, it was okay being more potent than 5DFort and Impervious Skin. That should be an alright change- were I to use the Charm in a game, however, I'd modify Impervious Skin to have a similar effect. It doesn't sit right with me that the most effective Scene-long Soak-pool charm is in Survival instead of Resistance - BerserkSeraph
That's why I have better soak Charms in DragonBloodedResistance. - Telgar