DragonBloodedLarceny/Telgar

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Crowd-Birthed Appearance</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min Larceny: 4
 Min Essence: 2
 Prereqs: None

By activating this Charm when in a crowd of as few as 10 people the Dynast can instantly disappear and reappear at any other location in the crowd. This Charm also functions with armies, mobs and other large, mostly contiguous groups of people. It does not function on species other then the character's own.


Rain in the Ocean</b>

 <b>Cost: 2 motes per increase
 Duration: Instant
 Type: Reflexive
 Min Larceny: 5
 Min Essence: 2
 Prereqs: Crowd-Birthed Appearance

The character is able to instantly loose himself in any crowd or gathering of people. His features blur and his garments shift, making it impossible to pick him out of the group. For every 2 motes spent on this Charm add 1 to the difficulty of any attempt to locate the character in a crowd. Every 100 people in the crowd adds another 1 difficulty. The difficulty of the roll can not exceed 10.


Unseen Currents Method</b>

 <b>Cost: 2 motes per increase + 1 mote per person, 1 willpower
 Duration: Instant
 Type: Reflexive
 Min Larceny: 5
 Min Essence: 3
 Prereqs: Rain in the Ocean

Extending his power around him like a cloak of mists, the Terrestrial is able to hide not only himself but his allies from the eyes of others. A school of fish in the black depths, even heavily armored soldiers can loose themselves in a pack of peasants with this Charm active. 10 crowd-folk are required to hide every person under the effects of this Charm, counting the user of this Charm. No more people can be hidden then the user's Essence rating. For every two motes spent, the difficulty to locate those affected by this Charm is increased by 1. The difficulty can not be raised by more then the character's Larceny.


Endless Expanse of Faces Defense</b>

 <b>Cost: 5 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Min Larceny: 5
 Min Essence: 4
 Prereqs: Unseen Currents Method

Hitting fish in a barrel may be easy, but hitting a single fish in a barrel of many is nearly impossible. This Charm acts as a perfect defense against any non-area affect attack so long as there is a crowd of at least 100 individuals for the Terrestrial to take shelter in. The Terrestrial must already be within the crowd when this Charm is activated. Attacks made by a character with a higher Perception + Awareness then the Dynast's Dexterity + Larceny are unaffected by this Charm.


Falls-Sensing Discipline</b>

 <b>Cost: 2 motes
 Duration: Instant
 Type: Reflexive
 Min Larceny: 3
 Min Essence: 2
 Prereqs: None

Both criminals and law keepers alike have an understanding of the law and are aware exactly what they are breaking when they cross over the lines of polite society. The Dragon-Blooded can make themselves aware if either they or another in their line of sight is going against the legal currents of the area. This Charm instantly informs the Dragon-Blooded when they or someone in their line of light is breaking a law or legal code.


Current and Bank Interaction</b>

 <b>Cost: 5 motes
 Duration: Variable
 Type: Simple
 Min Larceny: 4
 Min Essence: 2
 Prereqs: Falls-Sensing Discipline

With long exposure to the flows and currents of various legal systems, the Terrestrial Exalt aclimates himself to a new legal environment as easily as a swimmer getting used to a new pond. For as long as the Charm remains in effect the Dragon-Blood has an isntinctive and precise knowledge of the legal codes and traditions of the area he is currently inhabiting.


Shark and Guppie Sensation</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min Larceny: 4
 Min Essence: 2
 Prereqs: Current and Bank Interaction

Long association with the law and those who practice it allow mortals to detect lawmen and judicial officials with fair ease. But disguises and good actors can trump most mortal perceptions. To a Terrestrial the Watery nature of such folk is easily apparent. Activating this Charm reveals the presence of any lawkeeper or judiciary official in sight of the Dragon-Blood with a faint blue aura visible only to the Exalted.


Rushing Flood Water Trial</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: Duration of the trial
 Type: Simple
 Min Larceny: 4
 Min Essence: 2
 Prereqs: Falls-Sensing Discipline

Much of the time spent in trials is legal deadwood and clutter clogging up the orderly flow of information, evidence and verdict. By releasing an overpowering flood of Water Essence, the Terrestrial clears away all such obstructions, speeding the proceedings of any trial he is present for the entire duration of by 200%.


Judicial Tides Wax and Wane</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: Instant
 Type: Simple
 Min Larceny: 4
 Min Essence: 3
 Prereqs: Falls-Sensing Discipline

With subtle pulls on the minds of the judicial staff overseeing and participating in a trial as well as deft manipulations of the attention paid of various bits of evidence a Water Dragon has no difficulty leading the result of a trial to the goals he set for it. While he can not alter the outcome of the trial with this Charm it is possible to alter the sentence imposed. The Exalted can decide to impose the most severe penalty associated with the crime or the least severe, or anywhere in between. If the accused is aquitted, this Charm has no effect at all.


Current-Freezing Glacial Mass</b>

 <b>Cost: 5 motes per year, 1 willpower, 1 experiance point
 Duration: Instant
 Type: Simple
 Min Larceny: 5
 Min Essence: 4
 Prereqs: Judicial Tides Wax and Wane

In the Realm there is rarely a need for sentences to be enforced physically after they have been passed. The Exalted of Daana'd are easily able to take care of all such requirements, fixing the punishment in the mind of the convict. Any legally-passed injunction against a convicted criminal can be enforced by this Charm, so long as the Terrestrial was witness to the sentencing. Once the Charm has been applied by physical contact the two characters make an opposed Essence roll. Should the Terrestrial win, the convict must succeed on a Willpower roll with a difficulty of the Terrestrial's Larceny + applicable specialties in order to violate his legal punishment or willingly avoid having it carried out. This Charm remains in effect for 1 year for every five motes spent to power it. It ends automatically when the sentence's legal duration expires.


Unyielding Dam of Law</b>

 <b>Cost: 7 motes, 1 willpower
 Duration: One scene
 Type: Simple
 Min Larceny: 5
 Min Essence: 4
 Prereqs: Current-Freezing Glacial Mass

Though often considered to be the one of the lowest rungs of the Celestial Hierarchy, the Dragon-Blooded are skilled at reminding spirits of their own places within the order of Creation. For the remainder of the scene, all spirits within 100 yards or able to see the Dragon-Blood are forced to comply with the regulations of the Celestial Hierarchy if their Essence is less then the Terrestrial's. Spirits with equal or higher Essence may resist the compulsion with a Willpower roll, difficulty equal to the Terrestrial's Essence.



Stain-Dispursing Deluge</b>

 <b>Cost: 6 motes
 Duration: Variable
 Type: Simple
 Min Larceny: 5
 Min Essence: 4
 Prereqs: Current-Freezing Glacial Mass

Bolstering himself with a wash of Water Essence it becomes the bound duty of the Water Dragon to track down and bring to justice a single specified criminal. This person can be any criminal so long as they have been legally convicted of a crime and sentenced in a court where the Terrestrial was present. All rolls related to the persuit, capture and bringing to justice of the criminal gain a bonus of the Severity of the crime in dice and half that (rounded up) in automatic successes. Consult Exalted: the Sidereals for Heavenly crime ratings. For Creation-bound crimes the Storyteller is encouraged to rate them himself. Murder or rape would be Severity 4, genocide would be Severity 5 and pickpocketing would be Severity 1.

Comments

I like! though for the final charm perhaps a change to involve essence would be better? -BogMod

I agree, these are way cool! Maybe Unseen Currents Method should be simple, though. To represent the DB actually 'doing stuff' to keep their people hidden amongst the crowd? Very cool stuff... - Nikink

Very, very good work. :) - David.

Rain in the Ocean and Unseen Currents Method, do you really want these charms to be instant duration (they would have to be activated once per searcher per attempt)? Myrlan

Yes, I did specifically design them to be activated once per search attempt. Most people don't make multiple search rolls and if they do, the charm effect has faded. A Solar or Essence 5-6 DB might have a longer duration, but these are suitable for DB powerlevels. - Telgar

That's true, but it's still harsh (especially the willpower cost) to have to activate for each searcher, especially for an NPC hiding from a party. I also forgot to ask: why are these larceny instead of stealth? - Myrlan

Yes, it's harsh. You don't use Charms to hide from every day investigations all the time. You use them to hide from Charm enhanced investigations. And generally, once they fail or botch, they've lost you and you dont NEED the Charm again. As for why they are Larceny, they are Water Charms and I consider element to be the primary factor in deciding where DB Charms go, not Ability. - Telgar