Difference between revisions of "DragonBloodedMelee/Telgar"

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<b><i>Final Defense</i></b>
 
<b><i>Final Defense</i></b>
 
 
  <b>Cost: </b>2 motes per dot
+
  <b>Cost: </b>4, 5 or 6 motes
 
  <b>Duration: </b>Instant  
 
  <b>Duration: </b>Instant  
 
  <b>Type: </b>Supplemental  
 
  <b>Type: </b>Supplemental  
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  <b>Pre-Requisite Charms: </b>Portentous Comet Deflecting Mode
 
  <b>Pre-Requisite Charms: </b>Portentous Comet Deflecting Mode
  
Often the last defense required in a battle with mortals or unprepared Exalted, this Charm provides the ultimate defense against an opponent's blade: destruction. Wrapping his own weapon in volcanic heat, the Dragon-Blood ensures that anyone foolish enough to attack him with a mortal weapon will lose that weapon in the attempt. Parries enhanced by this Charm can melt a weapon with a converted Resources cost equal or lower then half the number of motes spent on this Charm. Weapons of the Five Magical Materials are not affected by this Charm.
+
Often the last defense required in a battle with mortals or unprepared Exalted, this Charm provides the ultimate defense against an opponent's blade: destruction. Wrapping his own weapon in volcanic heat, the Dragon-Blood ensures that anyone foolish enough to attack him with a mortal weapon will lose that weapon in the attempt. Parries enhanced by this Charm can burn mortal weapons to useless slag. It costs 4 motes to destroy normal weapons, 5 motes for exceptional weapons and 6 motes for perfect weapons. This Charm can not affect armor or weapons of the Five Magical Materials.
  
 
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<b><i>Burning House Devestation</i></b>
+
<b><i>Burning House Devastation</i></b>
 
 
 
  <b>Cost: </b>6 motes
 
  <b>Cost: </b>6 motes
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<b><i>Mesmerising Stalemate Dance</i></b>
 
<b><i>Mesmerising Stalemate Dance</i></b>
 
 
  <b>Cost: </b>5 motes, 1 willpower to invoke, 2 motes per turn
+
  <b>Cost: </b>5 motes, 1 willpower
 
  <b>Duration: </b>Special  
 
  <b>Duration: </b>Special  
 
  <b>Type: </b>Reflexive  
 
  <b>Type: </b>Reflexive  
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  <b>Pre-Requisite Charms: </b>Final Defense
 
  <b>Pre-Requisite Charms: </b>Final Defense
  
Battles between the Exalted can be beautiful, if terrible, sights. Even mortals can raise sparks with particularly fearsome blows of their weapons. Fanning the fires of his weapon and snaring his opponent's interest with distracting waves of heat-blurred light a Crimson Dragon can lock blades and minds with his foe. Activated in response to having an attack parried or parrying a foe's attack, this Charm turns the parry into an extended roll. In order to take any action other then attempt to win the contest the character attempting the action must make a Willpower roll, difficulty of the number of successes he requires to win the contest. Whichever character reaches the goal of his opponent's Charisma + Melee in successes wins and ends the stalemate.
+
Battles between the Exalted can be beautiful, if terrible, sights. Fanning the fires of his weapon and snaring his opponent's interest with distracting waves of heat-blurred light a Crimson Dragon can lock blades and minds with his foe. Using this Charm turns any parry attempt or any attack which is defended against with a parry into an extended roll with a difficulty of the opponent's Charisma + Melee. The rolls are made once each round on the turn of whichever participating character has the higher initative score. Until the extended parry is resolved, neither character is able to take other actions without making a successful Wits + Melee roll, difficulty of the opponent's Essence.
  
 
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  <b>Pre-Requisite Charms: </b>Burn to Ash Method
 
  <b>Pre-Requisite Charms: </b>Burn to Ash Method
  
Though normally it takes days or weeks of effort and many tools to forge or reforge a weapon, the Chosen of Fire may do so at a whim. Wreathing their blade in fire for a few moments, they may reshape the weapon temporarily to best suit the needs of the moment. For every mote spend on this Charm the character can move 1 stat point from any category of his weapon (damage, accuracy, speed, defense, rate) to another. No more points can be moved by a single use of this Charm then the character has dots of Melee. The changes last only as long as the Charm does (a single action), after which the weapon resumes its normal form.
+
Though normally it takes days or weeks of effort and many tools to forge or reforge a weapon, the Chosen of Fire may do so at a whim. Wreathing their blade in fire for a few moments, they may reshape the weapon temporarily to best suit the needs of the moment. For every mote spend on this Charm the character can move 1 stat point from any category of his weapon (damage, accuracy, speed, defense, rate) to another. No more points can be moved by a single use of this Charm then the character has dots of Melee. The changes last only as long as the Charm does (a single action), after which the weapon resumes its normal form. This Charm can only be used as many times in a turn as the character has dots of Essence.
  
 
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===== Comments =====
 
===== Comments =====
 
<i>Flaring Fire Prana seems pretty expensive for the benefit it provides. - Quendalon</i>
 
 
Skipping Spark Movement confuses me a little and needs a small clarification.  The split you get is that the only split you can make?  You have to split your dice pool into two actions one of which is used as a parry?  Flaring Fire Prana is rounded up or down?  Flash Motion Method just doesn't seem to fit for me.  I would say that Burn to Ash Method shouldn't be able to be used on an attack that hits.  Scorching Wash of Flame should read post-soak damage right?  - BogMod
 
 
No, Skipping Spark simply allows you to make a split when you normally cant. How you split is your choice. You can only ever split your pool once per turn anyway.<br>
 
Flaring Fire is rounded down.<br>
 
I'm debating about Burn to Ash. I'd like to re-roll 1 or 2 successes, but not 6. Maybe you can only re-roll if you get less successes then Melee or something? Pondering.<br>
 
And yes, Wash of Flame is post-soak.<br>
 
[[Telgar]]
 
 
Flash Motion Method seems like it would fit better in Athletics.  It's also confusing that it's simple and instant, yet allows (grants?) you an action (can it be split?) along with the movement and lasts the turn.  If it does grant an action, does it grant another one to each recipient?  If it's comboed with an extra action charm it gets even less clear.  Changing it to reflexive and one turn would solve these problems, but I'm not sure that's what you want the charm to be.  [[Myrlan]]
 
 
Flash Motion doesn't give you an action. It lets you move, instantly, to any one point inside your normal movement range at NO action. Then take your action. After you've taken your action (resolving it and any responses), you move back instantly. It simply grants free movement. - [[Telgar]]
 
 
But the charm is simple, requiring that turn's dice action to invoke.  So the way you have it written (and with no granted action) the user can move, activate the charm with your turn's action, and immediately teleport back.  You may also want to make it more explicit that both movements spoken of in the charm are teleports (I had assumed only the second was), and whether you also get to move normally in addition.  I would also add that there needs to be no suitable surface to stand on, only sufficient room to fit where the user teleports to (at least I think it would be cool to be able to teleport up in the air or out over lava for an action) - [[Myrlan]]
 
 
 
 
It should have been a Reflexive Charm. - [[Telgar]]
 
 
Should Dragon-Blessed Onslaught need occult? I thought this was a melee tree... that said, it's slightly occult, so I'm commenting and not just changing it as a typo. Also, I'd prefer the action-splitting, initiative and movement charms to go into the athletics tree as well. They're nice charms, but don't seem to have anything to do with melee, at least as I see it.<br>
 
-- [[Darloth]]
 
 
You are correct, Onslaught should be a Melee charm, not Occult. That comes from me using a blank Occult charm template as my general template. The movement charms could be Athletics or Melee, I just put them in Melee because they're based on offensive abilities and combat motion, which is more Melee then Athletics for me. I don't really care what ability they're in, so as as its Fire and combat related. - [[Telgar]]
 
 
 
Does Rising Signal Fire Jab also grant a melee attack? (It's simple, after all, so if it doesn't, you have to... actually, i'm not sure how you can ever provoke a parry/dodge with a simple charm if it's not also an attack) Perhaps it should be supplemental? Nice charm though, you're rapidly ending up my premier source of extra dragon-blooded charms.<br> -- [[Darloth]]
 
Does Rising Signal Fire Jab also grant a melee attack? (It's simple, after all, so if it doesn't, you have to... actually, i'm not sure how you can ever provoke a parry/dodge with a simple charm if it's not also an attack) Perhaps it should be supplemental? Nice charm though, you're rapidly ending up my premier source of extra dragon-blooded charms.<br> -- [[Darloth]]
  
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I presume that if learnt and used by another aspect, the elemental effect is suitably changed, without mechanical difference? water dissolves like acid, air becomes freezingly cold/electrified, wood causes thorns to sprout, or whatever. I'm just asking since most DB charms seem to actually change based on element of user, not element of charm-tree. Aside from that... Now you've written the (much needed) parry-adder, perhaps you should place Roaring Inferno Defence below that charm rather than Stoking Bonfire? (Comet-Deflecting Mode would also fit better beneath a parry-adder, actually.) <br> -- [[Darloth]]
 
I presume that if learnt and used by another aspect, the elemental effect is suitably changed, without mechanical difference? water dissolves like acid, air becomes freezingly cold/electrified, wood causes thorns to sprout, or whatever. I'm just asking since most DB charms seem to actually change based on element of user, not element of charm-tree. Aside from that... Now you've written the (much needed) parry-adder, perhaps you should place Roaring Inferno Defence below that charm rather than Stoking Bonfire? (Comet-Deflecting Mode would also fit better beneath a parry-adder, actually.) <br> -- [[Darloth]]
  
I disagree 100%, Darloth. Fire Charms should remain Fire-based no matter who uses them. I hate charms like Dragon-Graced Weapon and Elemental Bolt Attack because they ARE pan-elemental. DB Charms manipulate the elements, that is their fundamental concern. You don't write a DB Charm that does damage based on soak,
+
I disagree 100%, Darloth. Fire Charms should remain Fire-based no matter who uses them. I hate charms like Dragon-Graced Weapon and Elemental Bolt Attack because they ARE pan-elemental. DB Charms manipulate the elements, that is their fundamental concern. You don't write a DB Charm that does damage based on soak, you write one that melts armor. The effect has to come before the chrunch or else its just a colorful Solar Charm. - [[Telgar]]
 +
 
 +
Theres a typo on the charm Scorching Wash of Flame On the next line is says prereq charm Scorching Wave of Flame so I'm figuring there the same charm. I like these think I'm going to use them on my new fire aspect DB ^^ - [[Alicrast]]

Revision as of 15:06, 22 June 2007


Victorious Thermal Uprushing

Cost: 1 mote per 2 dice 
Duration: Instant 
Type: Reflexive 
Minimum Melee: 2
Minimum Essence: 2 
Pre-Requisite Charms: None

Forcing his blade upwards with a rush of heated air a Dragon-Blood can quickly defend himself against attacks. This Charm adds 2 dice to any Parry attempt for every mote spent, up to a limit of the character's Melee + Specialities. It is possible to use these dice to build an action.


Roaring Inferno Defense</b>

 <b>Cost: 3 motes + 2 per re-roll
 Duration: Instant
 Type: Reflexive
 Min Melee: 3
 Min Essence: 2
 Prereqs: Victorious Thermal Uprushing

Fire can not be cut, and a Dragon-Blood using this Charm shares some of that invulnerability. For 3 motes, the Terrestrial may re-roll a parry attempt and may keep re-rolling it for 2 motes per additional re-roll. This Charm has no maximum limit other then the character's Essence pools. Note that this Charm does not create a parry, it simply allows a normal parry to be re-rolled.


Portentous Comet Deflecting Mode

Cost: 4 motes
Duration: Instant 
Type: Reflexive 
Minimum Melee: 4
Minimum Essence: 3 
Pre-Requisite Charms: Victorious Thermal Uprushing

As per the DB Book, page 208.


Final Defense

Cost: 4, 5 or 6 motes
Duration: Instant 
Type: Supplemental 
Minimum Melee: 4
Minimum Essence: 3 
Pre-Requisite Charms: Portentous Comet Deflecting Mode

Often the last defense required in a battle with mortals or unprepared Exalted, this Charm provides the ultimate defense against an opponent's blade: destruction. Wrapping his own weapon in volcanic heat, the Dragon-Blood ensures that anyone foolish enough to attack him with a mortal weapon will lose that weapon in the attempt. Parries enhanced by this Charm can burn mortal weapons to useless slag. It costs 4 motes to destroy normal weapons, 5 motes for exceptional weapons and 6 motes for perfect weapons. This Charm can not affect armor or weapons of the Five Magical Materials.


Burning House Devastation

Cost: 6 motes
Duration: Instant 
Type: Supplemental 
Minimum Melee: 5
Minimum Essence: 3 
Pre-Requisite Charms: Final Defense

Turning an opponent's own defenses against them is sometimes a better solution then attempting to remove the defenses. Attacks enhanced by this Charm do not do normal damage. Instead, if they are successful, they superheat the armor of the opponent. For every dot of soak derived from armor the target of the attack takes 1 die of lethal damage which can not be soaked by armor.


Untouchable Lava Flow

Cost: 6 motes
Duration: Instant 
Type: Supplemental 
Minimum Melee: 4
Minimum Essence: 4
Pre-Requisite Charms: Final Defense

Like the molten rock belched forth by volcanoes, the weapon of a Dragon-Blood trained in this Charm can immolate and destroy by mere proximity. If this attack would be parried, instead apply the base damage of the attack to the target. Dodges and perfect defenses work normally against this Charm. Damage from this Charm is not the result of the attack and does not trigger Charms which rely on successful attacks.


Mesmerising Stalemate Dance

Cost: 5 motes, 1 willpower
Duration: Special 
Type: Reflexive 
Minimum Melee: 4
Minimum Essence: 3 
Pre-Requisite Charms: Final Defense

Battles between the Exalted can be beautiful, if terrible, sights. Fanning the fires of his weapon and snaring his opponent's interest with distracting waves of heat-blurred light a Crimson Dragon can lock blades and minds with his foe. Using this Charm turns any parry attempt or any attack which is defended against with a parry into an extended roll with a difficulty of the opponent's Charisma + Melee. The rolls are made once each round on the turn of whichever participating character has the higher initative score. Until the extended parry is resolved, neither character is able to take other actions without making a successful Wits + Melee roll, difficulty of the opponent's Essence.


Candle Steals the Spark

Cost: 10 motes, 1 willpower
Duration: Instant 
Type: Simple 
Minimum Melee: 5
Minimum Essence: 4
Pre-Requisite Charms: Untouchable Lava Flow, Foe-Charring Battle Meditation

Fire is within all living beings, without the presence of Fire a living creature would freeze solid in heart, mind and body. It is possible to drain away that inner heat and turn it loose. Attacks enhanced with this Charm deal damage normally, but for every health level of damage done the character gains 2 dice with which to make a reflexive attack against any target within as many yards as the victim of the original attack had dots of Permanent Essence. This secondary attack has a base damage of the first victim's Permanent Essence. The damage from the fire conjured by this Charm is aggravated.


Foe-Charring Battle Meditation

Cost: 1 mote per die 
Duration: Instant 
Type: Supplemental 
Minimum Melee: 3 
Minimum Essence: 2 
Pre-Requisite Charms: Stoking Bonfire Style

Using this Charm, a Dragon-Blood can summon the burning Essence of Fire and channel it into his weapon. The wounds inflicted by a blow made while using this Charm are not only life-threatening gashes, but also horrible burns. For every one mote of Essence spent on this Charm, add one die of damage to an attack (post-soak). The Dragon-Blood cannot spend more Essence on this Charm then his Melee rating.


Rising Signal Fire Jab</b>

 <b>Cost: 7 motes
 Duration: Instant
 Type: Simple
 Min Melee: 5
 Min Essence: 4
 Prereqs: Deadly Wildfire Legion, Foe-Charring Battle Meditation

Igniting his weapon with a flare of blood-red essence a striking Dynast can send a clear signal to his allies that their enemy is occupied and even direct their attention to his weakest spots. Taking advantage of this the Terrestrial's allies can strike with impunity. If the target chooses to pary or dodge the Dragon-Blood's attack, one ally of the attacker within combat range may make a reflexive attack on the same target at full pool.


Burning Embers Attack</b>

 <b>Cost: 3 motes
 Duration: Instant
 Type: Reflexive
 Min Melee: 3
 Min Essence: 3
 Prereqs: Deadly Wildfire Legion

Empowering her weapon with the Essence and danger of Fire, a Dragon-Blooded is able to re-roll her attack and apply the highest of the two rolls. The Dynast must accept the second result, this Charm can not be used twice on the same attack.


Burn to Ash Method</b>

 <b>Cost: 4 motes + 2 per re-roll
 Duration: Instant 
 Type: Reflexive
 Min Melee: 4
 Min Essence: 3
 Prereqs: Burning Embers Attack

Fire burns, almost anything exposed to fire will bear the marks of the contact. The blows of a Dragon-Blood using this Charm are simiarly destructive. For 5 motes, the character may re-roll her attack and contiune re-rolling for 2 motes per additional re-roll.


Melting the Blade

Cost: 1 mote per dot
Duration: Instant 
Type: Reflexive 
Minimum Melee: 4
Minimum Essence: 3 
Pre-Requisite Charms: Burn to Ash Method

Though normally it takes days or weeks of effort and many tools to forge or reforge a weapon, the Chosen of Fire may do so at a whim. Wreathing their blade in fire for a few moments, they may reshape the weapon temporarily to best suit the needs of the moment. For every mote spend on this Charm the character can move 1 stat point from any category of his weapon (damage, accuracy, speed, defense, rate) to another. No more points can be moved by a single use of this Charm then the character has dots of Melee. The changes last only as long as the Charm does (a single action), after which the weapon resumes its normal form. This Charm can only be used as many times in a turn as the character has dots of Essence.


Scorching Wash of Flame</b>

 <b>Cost: 2 motes
 Duration: Instant
 Type: Reflexive
 Min Melee: 3
 Min Essence: 2
 Prereqs: Stoking Bonfire Style

Even a momentary brush with burning flame will scar and sear living flesh. With the heat of Fire in his weapon and his heart the Dragon-Blooded warrior can ensure that his foes suffer his full wrath. For 2 motes, the character may re-roll his post-soak damage and apply the higher result.



Burning Smoke Method</b>

 <b>Cost: 4 motes, 1 willpower
 Duration: Instant
 Type: Reflexive
 Min Melee: 4
 Min Essence: 3
 Prereqs: Scorching Wave of Flame

Freeing himself from the restrictions of physical damage, a Fire Dragon can send his attacks through armor as if they were no more substantial then smoke. Post-soak damage is rolled twice and the results added together. The total result can not be higher then twice the first damage rolled.


Driving Heat Wave</b>

 <b>Cost: 1 mote
 Duration: Instant
 Type: Reflexive
 Min Melee: 3
 Min Essence: 2
 Prereqs: Deadly Wildfire Legion

Overpowering her opponent as the strong fire-laden winds of the South overpower all else in their course, a Dragon-Blooded warrior can tip the balance in her favor with an extra burst of crimson essence. Should the Terrestrial's attack be tied in successes by a defense, this Charm causes the attack to succeed with 0 successes instead of failing. This Charm must be used after all active defenses have been applied.


Smoldering Spark Inflames the Forest</b>

 <b>Cost: 4 motes
 Duration: Special
 Type: Reflexive
 Min Melee: 5
 Min Essence: 2
 Prereqs: Stoking Bonfire Style

A charm requiring great skill but little power, the smoldering spark is all that remains of the strikes left by the Crimson Dragon until he sheathes his weapon. Then, the inferno errupts. All attacks delt by the Dragon-Blooded roll damage normally, but that damage is not applied until until whatever weapon was used to inflict the damage is sheated or otherwise peacefully stored. Once the weapon is stowed, all the damage is applied instantly and without further provision against it. It has already happened, it simply has not manifested until the fires have smoldered long enough.

Comments

Does Rising Signal Fire Jab also grant a melee attack? (It's simple, after all, so if it doesn't, you have to... actually, i'm not sure how you can ever provoke a parry/dodge with a simple charm if it's not also an attack) Perhaps it should be supplemental? Nice charm though, you're rapidly ending up my premier source of extra dragon-blooded charms.
-- Darloth

Rising Signal does indeed provide a melee attack. I considered Supplemental...but I didn't really think I wanted DB's blasting away with an ubercombo with that charm - Telgar

Great Charms. I like them a lot, especially the ones destroying the oponents weapon or heatening someones armor. I still got a question on Roasting the Irksome Lobster, though: Does this Charm work on armors, that are not made of metal? I can think of leather armors or armors made of clay, that are immune against heat. I also think, that armors made from wood or silk could start burning using this Charm. - Jiba

No, non-metallic armors are still affected. Silk or wood would catch fire. Clay, while it doesn't melt, DOES absorb and retain heat. Never touch freshly fired pots. Glass acts much the same. Etc, etc. Heat applied to things you wear on your body is bad. - Telgar

I presume that if learnt and used by another aspect, the elemental effect is suitably changed, without mechanical difference? water dissolves like acid, air becomes freezingly cold/electrified, wood causes thorns to sprout, or whatever. I'm just asking since most DB charms seem to actually change based on element of user, not element of charm-tree. Aside from that... Now you've written the (much needed) parry-adder, perhaps you should place Roaring Inferno Defence below that charm rather than Stoking Bonfire? (Comet-Deflecting Mode would also fit better beneath a parry-adder, actually.)
-- Darloth

I disagree 100%, Darloth. Fire Charms should remain Fire-based no matter who uses them. I hate charms like Dragon-Graced Weapon and Elemental Bolt Attack because they ARE pan-elemental. DB Charms manipulate the elements, that is their fundamental concern. You don't write a DB Charm that does damage based on soak, you write one that melts armor. The effect has to come before the chrunch or else its just a colorful Solar Charm. - Telgar

Theres a typo on the charm Scorching Wash of Flame On the next line is says prereq charm Scorching Wave of Flame so I'm figuring there the same charm. I like these think I'm going to use them on my new fire aspect DB ^^ - Alicrast