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Dragon-Blooded Aspects


Dragon-Blooded actually are attuned to a second Element, though to a far smaller extent. It taints their Animas some, and gives away a small portion of their personality, as it is tied to the virtue they hold dear.

Air Aspects

  • Protection: Air Aspects gain a resistance to Cold. At first, this is merely a protection from the cold of the wind, but soon it becomes a defense against all such things and, eventually, from the Wind itself, depending on their permanent Essence.
  1. When they just Exalt, Air Aspects find little trouble staying out in the cold (or extreme heat in rare cases), as the wind does not steal their heat from them. Wind is always considered 'very calm' when considering negative temperature effects.
  2. Once they grow some into their power, Air Aspects gain a bit more resilience to cold, always soaking any form of cold damage with their full Brawn.
  3. Mature Air Aspects fear nothing of Cold, suffering no damage from it. Aggravated versions and Air Elementals may still harm them, though Air Aspects gain their full Brawn to soak against both. In addition, their attention is fickle and little can hold their emotions for long. They add their permanent Essence to social soak against Persuasion.
  4. Some Air Aspects develope to the point where Air Elementals simply can not directly harm them. In order to hurt an Air Aspect the Elemental must use a weapon of some sort not of its own nature. Even then, the Air Aspect soaks any lethal damage with their full Brawn.
  5. A rarer few Air Blooded have less to fear from the random hazards winds toss their way, for they are the wind, and their nature counteracts it. They resist any form of windblown particle, dehydration, airborne poison, or airborne acid damage with their full Brawn. In addition, their breath may not be stolen from them - so long as they may regain Essence, they may still breath.
  6. The pinnacle that most Air Aspects can hope to reach in the Age of Sorrows, they experience the protection and grace of their own inner wind. They soak all Ranged attacks with their full Brawn, and double their Prowess for movement, leaping and falling purposes (for calculating raw numbers).
  7. Air Aspects who reach this level are true masters of their Element. Aggravated Cold or Wind attacks do merely Lethal damage and thus, they are immune. They need not fear The Silent Wind.
  8. At this level, the Children of Mela are true masters and mistresses of the Air. They no longer walk but, instead, fly and dart about at whatever speed normal movement would grant. Ascending speed is halved, and descending speed is doubled (though the Terrestrial may still choose to enter free-fall).
  • Compassion: Some few Attuned to Air are also attuned to Wood, for it renews and invigorates Air. Their Animas are strange, silent manifestations that carry a musky scent. Their attacks steal the breath from those around them, causing a strange silence not unlike that of Adjordan.
  • Conviction: A surprising many Attuned to Air have Fire as their secondary aspect. Their Animas are a dry, bitter, burning cold.
  • Temperance: Many Attuned to Air are also attuned to Water, for the Air bears Water on its way. The Animas of these Terrestrials are icy and snowy, a continuous frost forming about them.
  • Valor: Earth is an uncommon secondary aspect for Mela's Children. Their Animas are noisy and crackling, whipping shockwaves through the air.

Earth Aspects

  • Protection: Earth Aspects are one with the land, gaining protection from rocks and standing firm no matter what the situation.
  1. At the moment of their Exaltation, Earth aspects have only a loose connection with their Element. They may soak falling damage with their full Brawn.
  2. As they learn to better harmonize themselves with the Earth, they become more resilient. They may soak any damage caused by unworked Earth - flying rocks or sand, for example, with their full Brawn.
  3. Mature Earth Blooded fear nothing of unworked Earth. Aggravated sources and Earth Elementals may still harm them, though Earth Aspects gain their full Brawn in soaking both. In addition, they are hard to sway with temporary pleasures. They add their Essence to social soak against Seduction.
  4. Some Earth Aspects develope to the point where Earth Elementals simply can not directly harm them. In order to hurt an Earth Aspect the Elemental must use a weapon of some sort not of its own nature. Even then, the Earth Aspect soaks any lethal damage with their full Brawn.
  5. At this level of Essence, Earth Aspects are in tune with the Earth around them, betraying their enemies. Any lethal damage from Melee attacks that are not made with natural weapons while the attacker stands upon solid ground are soaked with the Terrestrial's full Brawn.
  6. The pinnacle for most, at this level the Children of Earth may not be knocked backwards or prone so long as they stand on the mantle of the Earth.
  7. Earth Aspects who reach this point are masters of their Element. Aggravated sources of Earth damage are merely Lethal and thus, they are immune. In addition, they soak -all- damage with their full Brawn.
  8. At the peak of their power, children of Pasiap are one with the Earth. They may move through any earthen or metal formation as if they were swimming through water, and can see their permanent Essence in yards through such things. Living beings, some magical wards and, of course, the Magical Materials are proof against this movement.
  • Compassion: Many aspects of Earth are also attuned to Wood. Their Animas reach from their skin, whiplike coils of Earth.
  • Conviction: A constant smell of ash permeates those of Earth who are Fire. Their Animas are cloudy, dark and smokey.
  • Temperance: Water is an oddly rare attunement for aspects of Earth. Their animas fling mud around them, slamming into their enemies with amazing force.
  • Valor: Air is a common secondary Aspect for the children of Pasiap. Their Animas float and whip stones and sand about them.

Fire Aspects

  • Protection: As one might guess, Fire Aspects build an immunity to heat, while retaining the grace of the flame.
  1. Upon their Exaltation, Fire Aspects gain resilience against flame. They soak heat from Fire with their full Brawn.
  2. Gaining strength, young Fire Terrestrials can soak any source of heat damage with their full Brawn.
  3. Matured Fire Aspects fear nothing of heat, and are immune. Aggravated sources and Fire Elementals may still harm them, but they always receive their full Brawn to soak. Fire is all consuming, and this includes knowledge. They may add their permanent Essence to their social soak while in a debate.
  4. Some Fire Blooded develop further, gaining immunity even to the efforts of Fire Elementals. In order to hurt a Fire Aspect, such an Elemental must make use of a weapon not of their own nature, and even then the Blooded receives her full Brawn in soak.
  5. Little can forget the flame. A rare few Fire Aspects resist the damage from any fire-forged weapon not made of the Magical Materials with their full Brawn.
  6. Fire can consume a great many things to feed it. Fiery Terrestrials at this point may eat anything that burns to feed themselves.
  7. Some rare Fire Aspects become true masters of it. Aggravated sources of heat damage are merely Lethal to them and thus, they are immune. This is proof against all Fire - even that of She Who Lives in Her Name.
  8. The purest Children of Hesiash are raw emanations of Flame. When truly Flaring or Projecting their Animas, they do double damage, including extra successes when projecting. An Elemental Lens makes this Triple base damage, with extra successes from Anima Projections doubled.
  • Compassion: Wood attuned Fire Terrestrials are by far the most common. Their Animas are cackling flame, consuming all that touches them.
  • Conviction: Air feeds Fire, and this attunement is common. These Animas are a dry, merciless and unrelenting heat,
  • Temperance: Water attuned aspects of Fire, though rare, are a sight to behold. Their Animas are cracking lightning, visible from far away.
  • Valor: Children of Hesiash attuned to Earth are somewhat uncommon. Their animas take the Earth about them, melting it to magma and flinging it about.

Water Aspects

  • Protection: Water Aspects build immunity to acids, as well as becoming one with the waters, that they may not hinder them.
  1. Upon their Exaltation, Water Aspects are friends with the seas. They may pass out while underwater, but will not actually drown.
  2. Gaining in power, Water Aspects gain resilience against Water and Acid. They soak such attacks with their full Brawn.
  3. Mature Water Blooded may breath freely underwater as the fish do, and they are immune to water and acid attacks. Aggravated sources and Water Elementals may still harm them, though they always retain their full Brawn to soak. In addition, though they may flow and yeild, they never truly give up. They may add their permanent Essence to their social soak against Intimidation.
  4. Some Water Aspects reach the point where Water Elementals may not bring them direct harm. In order to hurt the Terrestrial, the Elemental must find a weapon not of its own nature, and even then the Blooded applies her full Brawn to soak.
  5. The sway of the Ocean is easily girded by the Water Children. When attacked by any being underwater or on a vessel supported by water, the Terrestrial gets her full Brawn to soak lethal damage.
  6. The pinnacle of the modern age, Water Aspects at this level of Essence are forever attuned to Water, and need never thirst. In addition, they can see as clearly through water as they can through air, though mud and other substances might still disturb their vision..
  7. A few rare Water Aspects fear nothing of their element in any form. Aggravated Water and Acid attacks are Lethal to them and thus, they are immune. They could take a bath in Kimbery's waters without worry.
  8. The purest Children of Daana'd are utterly at home underwater. They may move as freely underwater as on land, with no restrictions whatsoever. In addition, they can flow through cracks and crevaces, though only at swimming speed.
  • Compassion: The rarest of the Water attunements is Wood. Their Animas are whiplike streamers of water, which burn with acids and poison.
  • Conviction: Fire is a rare, though impressive attunement for Water Aspects. Their Animas are hissing steam.
  • Temperance: Air attuned Water Aspects are somewhat common. Their Animas are freezing rain.
  • Valor: The most common of attunement for the Children of Daana'd is Earth. Their Animas bring forth the full, unforgiving might of the Ocean, slamming into their opponents.

Wood Aspects

  • Protection: Wood Aspects gain resistance and eventual immunity to poisons and disease. The things of nature may not bring them undue harm.
  1. At the moment of their Exaltation, Wood Aspects gain a resilience to common natural poisons - resisting minor effects such as poison ivy and soaking any lethal damage with their full Brawn.
  2. After a short time, Wood Terrestrials may soak any lethal poison damage with their full Brawn.
  3. Mature Wood Aspects are immune to most poisons, and gain their full brawn to soak Lethal damage made by wood Elementals and Aggravated poisons. Their resilience to unfamiliar pain is ever present - they may add their permanent Essence to their social soak against Torture.
  4. Some Wood Blooded develop to the point where Wood Elementals can bring them no harm. In order to hurt the Terrestrial, the Elemental must use a weapon not of its own nature.
  5. At this point, Wood Aspects become resilient to the forces of nature. They soak all natural attacks - including bites, claws, and fists, with their full Brawn.
  6. Eventually, some Wood Aspects become truly one with nature. No amount of underbrush, thorns or natural abatis will bar their path, allowing them to move freely, even if enchanted to do otherwise.
  7. Wood Children that grow this far fear nothing of any poison, suffering no effect whatsoever. Of diseases, only the Great Contagion may bring them harm.
  8. The greatest Children of Sextes embody all that is life. By stepping into a tree, or other plant that is large enough to contain them wholly, they may pass through Elsewhere and step out of another such plant up to their permanent Essence in miles away. Both entering and leaving the plant is a die action that may not be split (it takes a full Turn).
  • Compassion: Air is a rare attunement for the Wood Children. Their Animas are stale and dry, choking out one form of life and replacing it with another..
  • Conviction: Another rare attunement for Wood Aspects is Fire. Their Animas are smokey, burning, toxic mists.
  • Temperance: Water is the most common attunement of Wood Terrestrials. Their Animas consist of whipping vines.
  • Valor: A common attunment, Earth brings out the force of nature in the Children of Sextes. Their Animas are thick, winding branches of trees, tearing and rending their opponents.

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