Root of the Earth</b>
<b>Cost: 3 or 4 motes Duration: Special Type: Reflexive Min Resistance: 3 Min Essence: 2 Prereqs: Mountain Toppling Method
Imbuing his muscles and bones with Earth Essence, a Dragon-Blooded can gain the strength of the Earth itself for the span of a single action, adding his Essence to his Strength rating. This Charm normally costs 3 motes, but an additional mote is required if the Charm is to be used in combat as the speed of combat precludes the few seconds of preparation normally required to use the Charm properly.
Immaculate Stone Body</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min Resistance: 4 Min Essence: 3 Prereqs: Impervious Skin of Stone Technique
Few attacks can truly harm the Earth, the mountains turn away even the most powerful mortal weapon with a shrug and not even the elemental force of fire, water or air can shatter them. Using this Charm, an Earth Dynast can force his opponent to re-roll post-soak damage a number of times equal to his Essence. Each re-roll costs 3 motes. The Dragon-Blood must take the final roll.
Consuming the Iron Skin</b>
<b>Cost: 10 motes Duration: One day Type: Simple Min Resistance: 4 Min Essence: 4 Prereqs: Immaculate Stone Body
There are tales of Earth Aspected Exalted from the First Age who became living stone and metal as they mastered their Essence. This Charm does not transform the Terrestrial, but it has some connection to the ancient powers. Whatever metallic or stone armor, as long as it is not enchanted or magical in nature, is absorbed into the Dragon-Blood's skin when he activates this Charm. For the rest of the day, ending at the next sundown, the Exalted's body has a metallic sheen and feels hard to the touch. The soak of the armor absorbed becomes natural, Stamina-based soak for all effects but all mobility or fatigue penalties still apply. Whatever armor the Dynast wishes can be worn normally. Should this Charm end while armor is being worn the results are painful. The emerging armor attempts to displace that already being worn. The armor with lower soak is totally ruined and the Dragon-Blood takes damage equal to the difference between the soak totals of the two armors. If Lethal is higher, use that to determine the damage delt, otherwise use Bashing.
Skin of the Mountains</b>
<b>Cost: 5 motes, 1 willpower Duration: One Turn Type: Reflexive Min Resistance: 5 Min Essence: 4 Prereqs: Earth Protection Form
The Earth ignores all but the strongest attacks, as can Exalts using this Charm. When activated, the Dragon-Blooded's soak becomes equal to the raw damage of any attack he is the target of for the duration of the turn.
Shelter of the Mountains</b>
<b>Cost: 6 motes Duration: Instant Type: Reflexive Min Resistance: 4 Min Essence: 3 Prereqs: Mountain Toppling Method
With the blow of a weapon, the stomp of a foot or the smash of a fist, the Earth Aspect hammers loose fragments of the ground around him. The Earth hurls itself into the path of attacks directed at the Exalted, absorbing the damage of the attack and defending the Exalt with its existance. For each dot of Essence the Terrestrial has, one boulder is created by this Charm. Each boulder can deflect one non-magical attack perfectly. Magical attacks simply treat the boulders as if they were 75% cover. This Charm can only be used as many times in a scene as the character has dots of Resistance. The boulders created by Shelter of the Mountains must be used in the same turn they are created.
Earthen Suicide Legion</b>
<b>Cost: 10 motes, 1 willpower Duration: One turn Type: Reflexive Min Resistance: 5 Min Essence: 5 Prereqs: Shelter of the Mountains
Shattering or otherwise destroying an object made of Earth or simply striking the ground, an Ivory Dragon can call to his defense a number of enchanted fragments that will give themselves to his defense. Each use of this Charm creates as many fragments as the Dragon-Blooded has dots of Essence. Any fragment can be used to intercept an incoming attack. The fragment is instantly destroyed by even the weakest of blows, but nothing of the blow will reach the Dragon-Blooded. Only immaterial attacks and Perfect Effects or those which can not be parried can bypass the earthen shards and reach the Dragon-Blood. The fragments created by this Charm remain in existance until the end of the turn. This Charm can not be used again until all the fragments from previous activations have been used up or the duration expires. It should be noted that the fragments do not count as a dodge or a parry on the part of the Terrestrial.
Clay Man Charms
This cascade of Charms is special and not considered a part of the Dragon-Blooded Resistance Tree. They can be learned by any being able to channel Essence, though the method of learning them is quite arduous. Only the Clay Man himself or a student who has mastered all 4 basic Clay Man Charms can teach them. In order to begin the learning process at all, the prospective student must have the ability to feel a connection to the Earth. This can be shown by learning the Dragon-Blooded Charm Feeling the Dragon's Bones, the Earth Dragon Form Charm, an Earth-aspected version of Element Control or some similar Spirit Charm. Storytellers may wish to allow other Charms to serve as a sufficient demonstration of Earthy connection at their discression.
Clay Man Charms cost 10 XP per Charm for anyone who wishes to purchase them.
Clay Man's Abode</b>
<b>Cost: 5 motes, 1 willpower Duration: Varies Type: Simple Min Resistance: 4 Min Essence: 3 Prereqs: None
Taught by the Clay Man, this technique allows an Exalt to slip into the ground and remain burried there, stationary, for up to 1 full day. While under the ground, the character may act normally with the stipulation that she may not move at all. Her need to eat, drink and breathe is suspended while she remains in the ground.
Clay Man's Prison</b>
<b>Cost: 6 motes, 1 willpower Duration: Varies Type: Simple Min Resistance: 5 Min Essence: 3 Prereqs: Clay Man's Abode
The Clay Man's favored method of attack is to draw his enemies depe into the Earth and leave them there to suffocate in Creation's embrace. This Charm performs a similar, but weaker, effect. After spending the motes and willpower for this Charm, the Exalt must make a successful clinch vs her victim. After this, the Exalt takes her prisoner into the Earth with her. For each net success on the clinch the victim is trapped for 1 minute under the Earth. Characters under the Earth can not attack or be attacked. They are imobile and their need for food, water and/or air is not suspended. The ST may decide to assign a certain amount of lethal or bashing damage as representation of the pressure applied to the victim by the Earth.
Clay Man's Stride</b>
<b>Cost: 2 motes per 100 yards Duration: Permanent Type: Special Min Resistance: 5 Min Essence: 4 Prereqs: Clay Man's Prison
Clay Man is able to travel up to a mile through the Earth in the blink of an eye. Once this Charm is learned, the Exalt may expend 2 motes to travel 100 yards through the ground in one turn. No more then yards the Exalt's Essence x100 may be traveled in this manner at any one time. After Earth-walking, the Exalt must rest for one hour before doing so again. This Charm does not allow imersion in the Earth without movement.
Clay Man's Blow</b>
<b>Cost: 2 motes per yard Duration: Instant Type: Supplemental Min Resistance: 5 Min Essence: 4 Prereqs: Clay Man's Stride
Using the techniques leanred in Clay Man's Stride, the Exalt is now able to send her blows through the Earth to strike her opponents from afar. This Charm only affects unarmed attacks and attacks made with materials of Earthly origin. Soulsteel, Underworld-made weapons, Ambrosia and Starmetal are not compatable with this Charm. For every 2 motes expended, the Exalt may attack a target one yard outside hand-to-hand range, no more motes may be spent on this Charm then the Exalt's Essence x2. This Charm may be Comboed with Charms of other Abilities.
So what does Root of the Earth actually do? I'm assuming it's meant to be a Reflexive version of Mountain-Toppling Method, but you may want to mention the mechanic for what it does. :) - David.
Oops. Fixed. - Telgar
Mm. I'm not as familiar with the Dragonblooded as I am with the Solars, but several of these (Especially Immaculate Stone Body and Skin of the Mountains) struck me as being more Resistance than Endurance.
Also, shouldn't Skin of the Mountains have either a HL or a Willpower cost? Given that it seems like a good match to Adamant Skin Technique for lowering any quantity of damage to virtually nil? Or am I misunderstanding it?
And why not just make the Clay Man Style MA and be done with it, instead of creating this whole new class of Charms for learning purposes. - DariusSolluman
Ya know, the entire thing should be Resistance..Damn my semi-dyslexicness. I'll re-route some links and have that fixed. Whoops.
I forgot Adamant Skin, I generally don't like Solar Resistance so I forget to compare. I've added 1 mote and 1 WP to Skin of the Mountains. I do think it's Terrestrial-level, being much higher Essence then Adamant.
Originally Clay Man was a Martial Arts Style, but it turns out Clay Man himself hasn't GOT Martial Arts. And really, these Charms aren't that combative. They're far more Resistance/Endurance stuff, so I just made them a pseduo-style. It works better thematically if not systematically. - Telgar
Mm. Skin of the Mountains is, Essence-wise, with Bottomless Depth's Defense. Except that I think it might be mote cheaper (don't have my book before me), and is definitly HL better (you take maybe 1 level of what is probally L or B, instead of 1 Agg- or 3 Agg, with the errata). And BDD is a Celestial Level Charm, so it should have an absolute superiority over a Terrestrial Charm. - DariusSolluman
Bottomless Depths defense protects from all damage. This protects only from soakable damage and, further, not even from all of it. They will still roll plink dice. Those add up, especially against DB's with their low-power Ox-bodies. - Telgar
Mm. I suppose. That Charm still feels off to me, personally- but I'll again confess to not knowing the DB as well as the Solars. - DariusSolluman
It's not as bad as it looks, actually. With anti-soak Charms and post-soak damage modifiers, "always roll X dice" and such existing for Celestials, even plink can be deadly. I'm pretty sure it's balanced, but it may be Essence 5 material. - Telgar
- I like Immaculate Stone Body, it's a nicely concieved charm that fits thematically with the whole idea of the dragon-blooded feel. I'd suggest stating exactly whether the user has to take the latest damage roll or can choose which they prefer... I know the charm currently heavily implies they have to take the re-roll, but stating it can't hurt, neh?
- Also, I went through and changed all of the ability requisites to Resistance, since that's where these are now...
- Consuming the Iron Skin seems like it could go back to endurance, actually, but I changed it anyway. However, I feel I should point out the damage is weird. If you wear super-heavy plate, absorb it, and then wear superheavy plate and the charm ends... you take no damage. But if you wear super-heavy plate, absorb it, and then wear a breastplate, you take masses of damage. Perhaps the damage done should be (Worn soak - Absorbed soak)?
I see the oddnes of that, but the idea is that whichever armor is stronger is causing the other to buckle inward or is compressed as it shatters through the lesser armor. This is the source of the damage. So if you're wearing superheavy and have absorbed superheavy, the superheavy withstands shattering the superheavy. That's really odd, but probably won't come up very often. In the brestplate vs superheavy example, you SHOULD take massive damage when the really massive superheavy is buckling around you as it tries to break through the breastplate. You'd take less if a breastplate was being so buckled. - Telgar
Ah well. Odd it is then. -- Darloth