DragonBloodedMelee/BogMod

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Twin Fire Blade Assault
Cost: 5m; Mins: Melee 5, Essence 3; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Blinding Spark Distraction, Refining the Inner Blade

The sword has the spirit of fire in it. A Fire Aspect can fan this spirit into something great from the smallest of sparks. Anytime a foe tries to parry this weapon he can spend his motes and activate this charm. On a successful or unsuccessful parry the sparks that the weapons meeting throw up are fanned into a replicate blade that slips past the weapon as easily as a sword swipes through fire. This lets the DB make a full pool attack on someone that is unblockable but can be dodged. A perfect parry will stop this and the fire duplicate. This charm is used in step 2 of the combat resolution after your opponenet has decided wether to parry or dodge but before their charm use is declared.


Binding Dragon Tail Lash
Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Elemental, Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Refining the Inner Blade

With a snap of his blade a long whip or lash or tendril extends from the tip. Formed of water, or lightning, or whatever element is appropriate for the Dragonblooded in question this Dragon's Tail as its sometimes called gives the Terrestial a deadly advantage in combat. Anytime the Dragonblooded lands a blow onto their enemy they get to make a reflexive contested clinch roll with that person. The Dragonblooded can substitute their Melee skill in place of Martial Arts for this roll. Success means that the lash has wrapped itself around their foe. The lash though is not as constricting as normal clinches. The victim can still act but takes a -2 external penalty to all their actions. Every turn on the DB's action another contested Clinch roll can be made to escape the lash. This roll is not affected by the -2 external penalty of the lash. The lash has additional effects based on their element.

The Air lash is made of lightning and the shock of that lash reduces all rolls by 3. The flexible stone of the Earth lash is particularly strong and gives the Dragonblooded one free success on their clinch rolls. The hot lash of Fire burns its victim doing 4L dice of damage on each of its victim's turns. The lash of water gets in under armor and tends to constrict the throat increasing the number of ticks before their next action by two. The thorns of the Wood vine lash poison and inflict a cummulative -1 penalty on all the victim's dice pools if they fail a reflexive Stamina + Resistance roll. A DB can only have one person lashed up at any time and can always intentionall have their lash let go of a person whenever they wish.


Brotherhood-of-One Weaponry
Cost: 6m, 1wp; Mins: Melee 5, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Elemental, Holy
Duration: One scene
Prerequisite Charms: Refining the Inner Blade

Crying out to his ancient dragon forebear the Dragonblooded's weapon becomes surrounded by their element and then they stab it into the earth. Then rising up from the ground come additional weapons held onto by tendrils from the ground all formed of air or wood or fire or such. These weapons obey the well of the Dragonblooded and strike at his bidding against foes.

These weapons are not intelligent and there are as many of them as the characters Permanent Essence. They do not surround foes, they do not engage in flurries, they do not perform co-ordinated attacks. They get a single attack each tick and are always speed 5 weapons. They have the stats of any mundane weapon from the core book and have a use the Dragonblood's own Dexterity and Melee to calculate dice pool. They can be enhanced using the characters dice adders if he spends the motes on it. Motes spent are only for one weapon though to make them all better would require motes spent for each. The weapon's benifit from the effects of Dragon-Graced Weapon. The tendrils that hold them can be attacked though. They can parry any non-parryable attack and have a PDV appropriate for their stats. Tendrils have Melee + Essence + Specialty soak and Melee + Specialty Health Levels.


Soul-Fire Blade
Cost: 6m, 1wp; Mins: Melee 5, Essence 4; Type: Reflexive
Keywords: Obvious
Duration: Scene long
Prerequisite Charms: Ghost-Fire Blade, Refining the Inner Blade, Binding Dragon Tail Lash

Before the Terrestial learned to extend their element from their blade. Now they have learned to pull their blade back into their element. This charm can only be used when the Terrestial has their anima flare going and they are using a Jade weapon. That weapon transforms into their element and is absorbed into their anima. It can no longer be destroyed, disarmed, or affected by anything that could not cancel charms or affect a Dragonblooded's anima. As well as having hands now free the Terrestial can still make melee attacks. Their anima extends and strikes out at their direction. The benifits of this are twofold. They now have a range to their attacks equal to their Essence times 2 in yards. If their attacks were not piercing allready they are now and their foes suffer a -2 to their Parry DV due to how hard it is to block the raw elemental nature of the attack which flows past obstructions.


Scale of the Dragons
Cost: 5m; Mins: Melee 5, Essence 4; Type: Simple
Keywords: Obvious, Combo-OK, Elemental, Co-operative
Duration: One scene
Prerequisite Charms: Terrestial Melee Reinforcement, Refining the Inner Blade

Mighty are the bodies of the Elemental Dragons. Mighty are their talons and mighty are their scales. Born of their blood the Terrestial can call our to their great forebears who grant them a single scale from their limitless bodies. In so doing the Terrestial forms that scale into a shield made of their own aspect element to turn aside the blows of their enemies. This shield grants a DV bonus against all ranged and melee attacks equal to the lowest permanent Essence of those using this charm. As it forms a shield this charm does not count towards the usual limit that charms can improve a static rating by. Furthermore these shields formed of the elements have certain strengths and weaknesses. They all increase the soak of the user against Elemental attacks by the amount equal to the Dragonblooded's Melee score. However they do not shield a Dragonblood from all things. Air shields can not stop earth attacks or 2 handed weapons with an overwhelming tag. Earth shields give way against wood attacks. Fire is weak to water attacks and does not work in the water. Water is weak against air aspected attacks and does not work in extreme cold. Finally Wood shields give way against fire based attacks or flaming weapons. However this charm can be invoked with others who know it. Each Dragonblood who invokes cancels out any weakness that their own element might cause to the others. Example: Three dragonblood use this charm at once. They form shields of fire, water and air. The shield of fire is no longer weak to water and the shield of water is no longer weak to air. However the air shield remains weak to earth.

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