DragonBloodedRide/GoldenCat

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Revision as of 22:46, 13 August 2006 by GoldenCat (talk)
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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
Perquisite 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 the background level to turn the creature bound to him by Great Heart Companion into his Familiar.

Blossom the Inner Dragon Discipline
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 4
Perquisite Charms: Dance of the Jade Bridle
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.

Elemental-Dancing Creature Method
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 4
Perquisite Charms: Blossom the Inner Dragon Discipline
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.

Dragon-Beast Majesty Method
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 4
Perquisite Charms: Blossom the Inner Dragon Discipline
The Dragon-Blooded's Familiar lets the Elemental Force suffuse their being, becoming stronger for it. 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, +1 to Dexterity, +1 to Appearance

Dragon in Tooth and Claw
Cost: None
Duration: Permanent
Type: Special
Minimum Ride: 5
Minimum Essence: 5
Perquisite Charms: Dragon-Beast Majesty Method, Elemental-Dancing Creature Method
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.

  • 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.

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

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

Blame lazy copy-and-pasting. - GoldenCat