Difference between revisions of "Jimcrimson/DKmentaldefense"

From Exalted - Unofficial Wiki
Jump to: navigation, search
(Created page with '== Shield of philosophy == Essence 6, 1 (or more) dragon king path rated at 6 Permanent Dragon kings begin their lives as creatures of savage instinct. Philosophy, put into …')
 
(No difference)

Latest revision as of 18:25, 22 December 2014

Shield of philosophy

Essence 6, 1 (or more) dragon king path rated at 6

Permanent

Dragon kings begin their lives as creatures of savage instinct. Philosophy, put into action, transforms them into intellectual beings of spiritual enlightenment. This means that a Dragon King who has reached the heights of a philosophies practice can use that philosophy to defend himself from the mental influence of those who would make them stray from the path. Each philosophy is different, and it is possible to find the weakness of each philosophy and use it against a dragon king, stripping him of this defense.


These are the benefits of this charm:

• If the character gets a roll, or if there is an opposed roll, the character gains + 2 extra dice of defense.

• If the opponent gets a roll, he looses 2 dice before he makes the roll.

• If the action normally does not get a roll (a charm with automatic success, for example) the Character with this charm gets an opposed roll . (I suggest both sides getting willpower + essence)

Limitations

However, each character must act according to the tenants of the philosophy that this is based on. Aside from possible role-playing considerations this means that some circumstances may strip the character of these benefits.

I’m thinking the circumstances could be as follows: Celestial Air – Anything which specifically has a special effect against spirits including gods (so they cannot be summoned or controlled like elementals, because elementals are not gods, but if a power effects all spirits, including gods, then they are effected.) also has that effect to you, and you gain no benefit from this charm against it.

Still Air – Still Air improved the senses. Any social attack that appeals to the senses and what they see to be true (even if it is merely an illusion that the character has not pierced) gains no defense from this charm.

Solid Earth – Solid earth builds on a firm base and it endures. If A social attack happens when the character has serious doubts about a course of action or if it is truly a novel argument to the character then this charm grants no defense.

Yielding Earth – If the social attack makes a convincing case for the compassion of a course of action, this charm grants no defense.

Flashing Fire – if the social attack fuels the righteous anger of the character then it ignores this charm.

Flickering Fire – if the social attack is made by someone not seen as an enemy, then it ignores this charm.

Shifting Water – if the social attack convincingly puts you into someone else's point of view, it ignores this charm.

Shimmering Water – if the social attack is disarmingly honest, it ignores this charm. (note, it must actually be honest, as well as appear honest.)

Growing Wood – if the social attack makes a convincing case for the benefit to DK’s in general or to the character in particular, it ignores this charm.

Bla Bla Wood – if the social attack makes a convincing case about the need to change things for the survival of creation , it ignores this charm.


If any of these seems to complicated or unbalanced perhaps a simpler system of they are susceptible to some combination of Intelligence/Charisma/manipulation + socialize/perform/presence. Heck, that’s 9 permutations right there.


Comments