Difference between revisions of "DragonBloodedRide/GoldenCat"

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'''Minimum Ride: ''' 3<Br>
 
'''Minimum Ride: ''' 3<Br>
 
'''Minimum Essence: ''' 2<br>
 
'''Minimum Essence: ''' 2<br>
'''Perquisite Charms: ''' Scattered Pearl Hoof Falls<br>
+
'''Prerequisite Charms: ''' Scattered Pearl Hoof Falls<br>
Same as '''Exalted: The Dragon-Blooded''', page 231. However, the Dragon-Blooded has the extra option to spend 1 willpower and experience points equal to the background level to turn the creature bound to him by Great Heart Companion into his Familiar.
+
Same as '''Exalted: The Dragon-Blooded''', page 231. However, the Dragon-Blooded has the extra option to spend 1 willpower and experience points equal to twice the background level to turn the creature bound to him by Great Heart Companion into his Familiar. It may also be used to increase the Familiar's level, by paying 2 exp per dot added.
  
'''Blossom the Inner Dragon Discipline'''<br>
+
'''Dragon-Beast Majesty Method'''<br>
 
'''Cost: ''' None<br>
 
'''Cost: ''' None<br>
 
'''Duration: ''' Permanent<br>
 
'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Type: ''' Special<br>
'''Minimum Ride: ''' 5<Br>
+
'''Minimum Ride: ''' 4<Br>
'''Minimum Essence: ''' 4<br>
+
'''Minimum Essence: ''' 2<br>
'''Perquisite Charms: ''' Dance of the Jade Bridle<br>
+
'''Prerequisite Charms: ''' Great Heart Companion<br>
The bond between the Dragon-Blooded and his Familiar comes to the point where his elemental soul bleeds into the best, blossoming a seed of elemental power within it! As this happens, the Familiar changes physically, its appearance taking on obvious elemental aspects. It becomes a magical creature if it was not one already, receiving an Intelligence and Valor minimum of 2, becomes able to soak lethal damage with half of its stamina, heal as one of the Exalted, immune anima flux from the same element as its master, and receiving a Permanent Essence rating equal to its Master's.
+
The Dragon-Blooded's Familiar has become too close to its master, his elemental nature suffusing their being, making them stronger, better, with the Elemental Force flowing on their veins. It affects each Aspect differently.
 +
*''Air: '' +2 to Dexterity and Wits
 +
*''Earth: '' +2 to Strength and Stamina
 +
*''Fire: '' +2 to Strength and Dexterity
 +
*''Water: '' +2 to Dexterity and Stamina
 +
*''Wood: '' +2 to Stamina, Dexterity and Appearance
  
'''Elemental-Dancing Creature Method'''<br>
+
'''Dragon in Tooth and Claw'''<br>
 
'''Cost: ''' None<br>
 
'''Cost: ''' None<br>
 
'''Duration: ''' Permanent<br>
 
'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Type: ''' Special<br>
 
'''Minimum Ride: ''' 5<Br>
 
'''Minimum Ride: ''' 5<Br>
'''Minimum Essence: ''' 4<br>
+
'''Minimum Essence: ''' 3<br>
'''Perquisite Charms: ''' Blossom the Inner Dragon Discipline<br>
+
'''Prerequisite Charms: ''' Dragon-Beast Majesty Method, Dance of the Jade Bridle<br>
The Elemental Beast's connection to its master's element becomes even stronger, reinforcing its form, making them sturdier, stronger, more mystical, elemental force overflowing out of their eyes. The Familiar    receives a number of Elemental Powers equal to half the Dragon-Blooded's Essence, rounded up, and becomes immune to the anima flux of the Dragon-Blooded.
+
With elemental force already flowing on its veins, the Dragon-Blooded's companion changes. Its eyes overflow with shining elemental forces, its shape taking elemental characteristics such as burning wings, a pelt of grass or ice teeth. As this Charm is purchased, the Familiar becomes immune to the anima flux from Dragon-Blooded of the same aspect as its master, double their soak against damage sources of that element, and receives one of the abilities below.
 +
*''Air: '' The ability to become invisible, incurring difficulty 4 in being spotted, and 2 to be fought against.
 +
*''Earth: '' +5B / +5L soak and hardness.
 +
*''Fire: '' Claws and teeth of fire that add +2 to the accuracy of its natural attacks, and +5L to their damage.  
 +
*''Water: '' The ability to flow over its opponent's blows, receiving a reflexive dodge pool equal to its master's Essence, and +3L / +3B Soak.
 +
*''Wood: '' Receives poison akin to Court Poison. If already poisonous, add its Appearance to the Poison's damage, half to its difficulty.
  
'''Dragon-Beast Majesty Method'''<br>
+
'''Blossom the Inner Dragon Discipline'''<br>
 
'''Cost: ''' None<br>
 
'''Cost: ''' None<br>
 
'''Duration: ''' Permanent<br>
 
'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Type: ''' Special<br>
 
'''Minimum Ride: ''' 5<Br>
 
'''Minimum Ride: ''' 5<Br>
'''Minimum Essence: ''' 4<br>
+
'''Minimum Essence: ''' 3<br>
'''Perquisite Charms: ''' Blossom the Inner Dragon Discipline<br>
+
'''Prerequisite Charms: ''' Dragon in Tooth and Claw<br>
The Dragon-Blooded's Familiar lets the Elemental Force suffuse their being, becoming stronger for it. It affects each Aspect differently.
+
The bond between Dragon and Beast becomes too close. So close is the presence of elemental energies on the beast's soul, that it ceases being a beast. The power bleeds in... and it becomes an Elemental, with all of its characteristics, which are as follows:
*''Air: '' +2 to Dexterity and Wits
+
* Its Essence and Valor increase to a minimum of 2.
*''Earth: '' +2 to Strength and Stamina
+
* It becomes able to soak lethal damage with half of its stamina.
*''Fire: '' +2 to Strength and Dexterity
+
* It acquires an Essence Pool of (Essence x10) + (Willpower x3) + (Sum of Virtues x2) - typically 51
*''Water: '' +2 to Dexterity and Stamina
+
* The Familiar's appearance becomes even more elemental than before, and its behavior becomes firmly elemental, picking at least 3 characteristics from its appropriate element on the table on Exalted, page 295.
*''Wood: '' +2 to Stamina, +1 to Dexterity, +1 to Appearance
+
* The Familiar receives one Elemental Power, two if its Familiar Rating is 3, and three if it is 5.
 +
* The Familiar's intelligence does not change, but if already intelligent, it receives the ability to talk in any language its owner knows.
 +
The numbers above assume a typical beast familiar has Essence 2, Willpower 5, Compassion 2, Conviction 3, Temperance 1 and Valor 2 after they become Elementals. Most non-Familiar beasts have lower Essence, Willpower, and Compassion. The Elemental Essence reforms upon death as all spirits do(Unless utterly destroyed with the likes of Ghost-Eating Technique), but Elementals do not reform as themselves - the Dragon-Blooded retains his Familiar rating, but the new Elemental possesses none of the memories, species, or even the same traits of its predecessor - only its aspect remains constant.
  
'''Dragon in Tooth and Claw'''<br>
+
'''Elemental-Dancing Creature Method'''<br>
 
'''Cost: ''' None<br>
 
'''Cost: ''' None<br>
 
'''Duration: ''' Permanent<br>
 
'''Duration: ''' Permanent<br>
 
'''Type: ''' Special<br>
 
'''Type: ''' Special<br>
 
'''Minimum Ride: ''' 5<Br>
 
'''Minimum Ride: ''' 5<Br>
'''Minimum Essence: ''' 5<br>
+
'''Minimum Essence: ''' 4<br>
'''Perquisite Charms: ''' Dragon-Beast Majesty Method, Elemental-Dancing Creature Method<br>
+
'''Prerequisite Charms: ''' Blossom the Inner Dragon Discipline<br>
With elemental force already flowing on its veins, the Dragon-Blooded's companion receives its master's finesse at manipulating the power within, and derive great abilities from it. As this Charm is purchased, the Familiar receives one extra Elemental Power, and the corresponding elemental ability below.
+
The Elemental Beast grows in power as the Exalted does, its mastery of its own nature becoming greater as time passess and the elemental forces within it become a second nature. As the Dragon-Blooded and his familiar reach this point, the Familiar receives two extra Elemental Powers, and the Affinity Elemental Control Charm.  
*''Air: '' The ability to become invisible, incurring difficulty 4 in being spotted, and 2 to be fought against.
 
*''Earth: '' +4B/+4L soak and hardness.
 
*''Fire: '' Claws and teeth of fire that add +1 to the accuracy of its natural attacks, and +4L to their damage.
 
*''Water: '' The ability to flow over its opponent's blows, receiving a reflexive dodge pool equal to its master's Essence.
 
*''Wood: '' Receives poison akin to Court Poison. If the animal is already poisonous, add its Appearance to the Poison's damage and duration.
 
  
 
----
 
----
Line 72: Line 79:
 
At some point should the Familiar not become an Elemental? If it's gaining Elemental Powers, shouldn't it be one? Also, why does Inner Dragon Disciple give a Perm Essence rating = DB's? What good does it do a normal animal to have high Essence scores? And generally, unless something is sentient and has access to its pools, I think it should be Essence 1. So I'd remove that part of the Charm. - [[Telgar]]
 
At some point should the Familiar not become an Elemental? If it's gaining Elemental Powers, shouldn't it be one? Also, why does Inner Dragon Disciple give a Perm Essence rating = DB's? What good does it do a normal animal to have high Essence scores? And generally, unless something is sentient and has access to its pools, I think it should be Essence 1. So I'd remove that part of the Charm. - [[Telgar]]
 
:I figure most Familiars /are/ sentient. And Familiars seem to grow up to become Proto Puma Prime and Helgrifnir, so it begins there. I almost thought of making them Elementals for a moment, but... if I want them to become something like that eventually, they should not become common Elementals - [[GoldenCat]]
 
:I figure most Familiars /are/ sentient. And Familiars seem to grow up to become Proto Puma Prime and Helgrifnir, so it begins there. I almost thought of making them Elementals for a moment, but... if I want them to become something like that eventually, they should not become common Elementals - [[GoldenCat]]
 +
::Change of heart... Dragon-Blooded should create elementals - legendary 'real' beasts are the province of Solars, Abyssals and Lunars. Elementals do not have to possess human intelligence, however - they do possess essence pools, but both GoD and SnS make it pretty clear that many Elementals are only of animal intelligence. - [[GoldenCat]]
  
 
Oh, and aren't these RIDE Charms, not Medicine? - [[Telgar]]
 
Oh, and aren't these RIDE Charms, not Medicine? - [[Telgar]]
  
 
:Blame lazy copy-and-pasting. - [[GoldenCat]]
 
:Blame lazy copy-and-pasting. - [[GoldenCat]]

Revision as of 10:31, 5 February 2007

Foreword

While Medicine works with making plants grow, Ride is the ability with which Wood Aspects interact with animals of all types. As the Dragons of all things that live and grow, Ride has charms for breeding as well as those to properly ride or empower animals. Of course, as Telgar already did those well and comprehensively enough in his Dragon-Blooded Ride, I point you to those and will attain myself to the fun part of giving familiar powerups. Shinies... o.o

Elemental Companion Cascade

Great Heart Companion
Cost: 2 motes
Duration: 1 turn per success
Type: Reflexive
Minimum Ride: 3
Minimum Essence: 2
Prerequisite Charms: Scattered Pearl Hoof Falls
Same as Exalted: The Dragon-Blooded, page 231. However, the Dragon-Blooded has the extra option to spend 1 willpower and experience points equal to twice the background level to turn the creature bound to him by Great Heart Companion into his Familiar. It may also be used to increase the Familiar's level, by paying 2 exp per dot added.

Dragon-Beast Majesty Method
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 4
Minimum Essence: 2
Prerequisite Charms: Great Heart Companion
The Dragon-Blooded's Familiar has become too close to its master, his elemental nature suffusing their being, making them stronger, better, with the Elemental Force flowing on their veins. It affects each Aspect differently.

  • Air: +2 to Dexterity and Wits
  • Earth: +2 to Strength and Stamina
  • Fire: +2 to Strength and Dexterity
  • Water: +2 to Dexterity and Stamina
  • Wood: +2 to Stamina, Dexterity and Appearance

Dragon in Tooth and Claw
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Dragon-Beast Majesty Method, Dance of the Jade Bridle
With elemental force already flowing on its veins, the Dragon-Blooded's companion changes. Its eyes overflow with shining elemental forces, its shape taking elemental characteristics such as burning wings, a pelt of grass or ice teeth. As this Charm is purchased, the Familiar becomes immune to the anima flux from Dragon-Blooded of the same aspect as its master, double their soak against damage sources of that element, and receives one of the abilities below.

  • Air: The ability to become invisible, incurring difficulty 4 in being spotted, and 2 to be fought against.
  • Earth: +5B / +5L soak and hardness.
  • Fire: Claws and teeth of fire that add +2 to the accuracy of its natural attacks, and +5L to their damage.
  • Water: The ability to flow over its opponent's blows, receiving a reflexive dodge pool equal to its master's Essence, and +3L / +3B Soak.
  • Wood: Receives poison akin to Court Poison. If already poisonous, add its Appearance to the Poison's damage, half to its difficulty.

Blossom the Inner Dragon Discipline
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 3
Prerequisite Charms: Dragon in Tooth and Claw
The bond between Dragon and Beast becomes too close. So close is the presence of elemental energies on the beast's soul, that it ceases being a beast. The power bleeds in... and it becomes an Elemental, with all of its characteristics, which are as follows:

  • Its Essence and Valor increase to a minimum of 2.
  • It becomes able to soak lethal damage with half of its stamina.
  • It acquires an Essence Pool of (Essence x10) + (Willpower x3) + (Sum of Virtues x2) - typically 51
  • The Familiar's appearance becomes even more elemental than before, and its behavior becomes firmly elemental, picking at least 3 characteristics from its appropriate element on the table on Exalted, page 295.
  • The Familiar receives one Elemental Power, two if its Familiar Rating is 3, and three if it is 5.
  • The Familiar's intelligence does not change, but if already intelligent, it receives the ability to talk in any language its owner knows.

The numbers above assume a typical beast familiar has Essence 2, Willpower 5, Compassion 2, Conviction 3, Temperance 1 and Valor 2 after they become Elementals. Most non-Familiar beasts have lower Essence, Willpower, and Compassion. The Elemental Essence reforms upon death as all spirits do(Unless utterly destroyed with the likes of Ghost-Eating Technique), but Elementals do not reform as themselves - the Dragon-Blooded retains his Familiar rating, but the new Elemental possesses none of the memories, species, or even the same traits of its predecessor - only its aspect remains constant.

Elemental-Dancing Creature Method
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 4
Prerequisite Charms: Blossom the Inner Dragon Discipline
The Elemental Beast grows in power as the Exalted does, its mastery of its own nature becoming greater as time passess and the elemental forces within it become a second nature. As the Dragon-Blooded and his familiar reach this point, the Familiar receives two extra Elemental Powers, and the Affinity Elemental Control Charm.


Comments

At some point should the Familiar not become an Elemental? If it's gaining Elemental Powers, shouldn't it be one? Also, why does Inner Dragon Disciple give a Perm Essence rating = DB's? What good does it do a normal animal to have high Essence scores? And generally, unless something is sentient and has access to its pools, I think it should be Essence 1. So I'd remove that part of the Charm. - Telgar

I figure most Familiars /are/ sentient. And Familiars seem to grow up to become Proto Puma Prime and Helgrifnir, so it begins there. I almost thought of making them Elementals for a moment, but... if I want them to become something like that eventually, they should not become common Elementals - GoldenCat
Change of heart... Dragon-Blooded should create elementals - legendary 'real' beasts are the province of Solars, Abyssals and Lunars. Elementals do not have to possess human intelligence, however - they do possess essence pools, but both GoD and SnS make it pretty clear that many Elementals are only of animal intelligence. - GoldenCat

Oh, and aren't these RIDE Charms, not Medicine? - Telgar

Blame lazy copy-and-pasting. - GoldenCat