FLAME

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For sharing Fire with humanity, Zeus punished the Titan Prometheus. Yet, it’s never been clear whether Prometheus meant to uplift humankind with his generosity or destroy it with an insidious, forward-thinking act of sabotage.

 

Innate Ability: The Champion takes no damage from Fire, he need never worry about suffering from smoke inhalation, and even the most intense heat is nothing more than a comforting warmth to him. This immunity only extends to Fire that are not fueled by essence or the magical means. It doesn’t, however, extend to his clothes or to any item The champion gains a level of lethal soak when the champion takes damage from natural Fire equal to his twice his essence.

 

FLAME AWARENESS POSTURE

Cost:  2m

Mins: Essence 2

Type: Simple, Combo-Ok

Keywords: None

Duration:  Instant

Prerequisite Charms: None

The champion is granted the ability to sense all Fire/Ices in a radius of 100 yards per point of essence. Any Fire/Ice of any size can be sensed. Through this charm she can sense the direction and distance to the Fire as well as it's intensity.

 

BURNING EYES OF THE DRAGON

Cost:  4m

Mins: Essence 2

Type: Simple, Combo-Ok

Keywords: None

Duration:  Invested

Prerequisite Charms Flame Awareness Posture

The Champion can see out of any Fire that A.) is already within his line of sight or B.) she has sensed with Sense Fire/Ice. The Champion cannot hear what is happening around a distant Fire/Ice, and his field of vision remains the same through the Fire/Ice as it is through his eyes. He may physically move his head or turn his body in place to change his remote perspective, though.

While he looks through the Fire, the Champion can’t see from his own perspective. He may maintain his remote perspective for as long as he wishes.

 

VOICE OF THE SOUTH

Cost:  6m

Mins: Essence 3

Type: Simple

Keywords: NONE

Duration:  Instant

Prerequisite Charms: Burning Eyes Of The Dragon

With a shouted word, a Champion can cause an area that is 2 yards per point of essence away to instantly burst into Flame or freeze. The Flame has the intensity of a bon-Fire,  and it covers an area with a radius in yards equal to the number of successes on the activation roll (manipulation + performance). The Flame stand as high from a flat surface as the Champion is tall. This Fire can burn without fuel for a number of minutes equal to the Champion’s Essence. When that time is up, the Flame go out if they still don’t have any fuel.

Stacking Flame in the overlapping section of two or more areas of effect has no additive effect on the intensity of the Fire. The area of effect can take any shape the Champion chooses, from a simple circle to an area that conforms to a room’s floor layout to a silhouette of a hand flipping someone the bird. The Champion cannot change the area of effect’s shape once the Fire is burning.

 

 

WRATH OF FLAME

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: Shaping

Duration:  Scene

Prerequisite Charms: Voice Of The South

The Champion reaches into a Flame that’s at least as big as a camp fire and pulls out a blazingmelee weapon made of flickering Fire. The weapon can be of any shape and size, but the distinction is largely a matter of personal taste, rather than available traits. These weapons do not use the normal traits. Instead, when the character removes the weapon from the Fire, the player receives a base number of points equal to the Champion’s Essence for each weapon.  These points can add to a base Accuracy +0, Damage +0 and Defense -1, and they can subtract from a starting Speed 6 (reducing it to a minimum of 1). The player assigns the weapon’s traits as the character produces the weapon, and he can’t change them afterward.

The character can create more than one weapon at a time from the same Fire, but only characters with Fire or some other means of handling Fire without getting hurt can actually use them. These weapons inflict no harm on characters with Fire Immunity. If the character already has a melee weapon, he can instead expose it to a Fire at least as big as a candle Flame and cause the Fire to wrap around the weapon and enhance it. Doing so allows his player to temporarily divide up a number of points equal to his Essence and use them to enhance a weapon’s Accuracy, Damage and Defense. He can likewise enhance a compatriot’s melee weapon, but only if that character has Fire Immunity or some other means of handling Fire without being harmed. Either way, the blazing weapons inflict lethal damage and can set inflammable materials (such as wood, gasoline or clothing) alight. The Flame weapons or flaming enhancements last for a single scene, after which point they disappear in a puff of smoke. Melee weapons augmented by this Blessing suffer no ill effects from the Fire that enhances them.

 

WALK WITH THE SOUTHERN DRAGONS

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: NONE

Duration:  Instant

Prerequisite Charms: Wrath Of Flame

 

The Champion can leap into any large Fire or large piece of Ice he can get to and instantly emerge from either another equally large Fire within his line of sight or one upon which he has used Bolster Fire in the scene. The Fire he enters and exits must be at least as big around as he is. The Champion doesn’t actually touch either Fire through which he travels, so he doesn’t necessarily have to have Fire Immunity to use this Blessing. He emerges right beside the Fire through which he exits, though, so heat and smoke are factors to consider.