Braydz/DBCharms2

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Many of these revisions etc. are based on the Q&A on the White Wolf Exalted wiki, the page for which is here:

http://wiki.white-wolf.com/exalted/index.php?title=Manual_of_Exalted_Power:_Dragon-Blooded/Open_Questions

There are also some ideas based on 'Laundreu's' house-ruled and home-brewed Terrestrial Charms. Credit where credit's due, after all.

Contents

Excellencies

  • Terrestrial [Ability] Reinforcement: This Charm has special timing rules: It is a Reflexive Charm that requires a Spd 3, DV -2 Miscellaneous action to perform.

Air

Linguistics

  • Speech Without Words: This Charm has Wind-Carried Words Technique as a Prerequisite instead of Voices on the Wind.
  • With One Mind: This Charm costs 4m/target, 1wp. It requires Essence 4 and Speech Without Words in addition to its existing prerequisites. The user pays the mote cost of this Charm for each person affected including themself, and may target a number of allies (that is, people other than themself) up to their Linguistics. People under the effects of this Charm may communicate instantly without speech and share sensory impressions up to a range of (20x user's Essence) yards. This sense-sharing is not disorienting or confusing in any way. When within range and acting in concert, actions taken by those affected by this Charm receive a bonus number of dice equal to the user's Essence. Attempts to coordinate the attacks of targets of this Charm within range of each-other gain one automatic success per affected participant. If only affected allies are participating in the coordinated attack coordinating the attack becomes a Speed 3 action. The benefits of this Charm do not count against the maximum number of dice or successes that can be added by Charms.

Lore

  • Elemental Bolt Attack: Dex+Thrown is an available attack pool for this Charm.
  • Elemental Bolt Attack [Fire]: The extra damage granted by this Charm does not add to the raw damage of the attack. It is rolled as a separate additional damage pool only if the attack inflicts damage normally.
  • Elemental Bolt Attack [Water]: The tick-delay inflicted by a successful attack with this Charm is cumulative, however can only be inflicted once per the attacker's Action (i.e. once per flurry).
  • Elemental Bolt Attack [Wood]: This Charm has the 'Poison' and 'Stackable' Keywords, and the penalty inflicted is an Internal Penalty. Any effect that affects poison or poison-effects works on the effect of this Charm, and the effect of this Charm is cumulative with itself.

Occult

  • Spirit-Shredding Attack: This Charm requires Essence 4.

Thrown

  • Deadly Blades of the Five Dragons [Fire]:</b> See Elemental Bolt Attack [Fire].
  • <b>Deadly Blades of the Five Dragons [Water]: See Elemental Bolt Attack [Water].
  • Deadly Blades of the Five Dragons [Wood]: See Elemental Bolt Attack [Wood].
  • Elemental Armor Technique:</b> This is a Resistance Charm. It requires Resistance 4, and has [Element] Protection Form of the element that the user is Aspected to as a Prerequisite. The user may spend a maximum number of motes equal to their Resistance to power this Charm. The soak granted by this Charm does not possess the usual Terrestrial weakness against Celestial Charms, Sorcery and the Charms of entities with an Essence score greater than the user's.

Earth

Craft

  • <b>Flaw-Finding Examination: Either use of this Charm does not work on Artifacts, however it does work on Thaumaturgically enhanced items.

Integrity

  • Unsleeping Earth Meditation: This Charm is a Resistance Charm. It requires Resistance 2, and Any Resistance Excellency. The user may use this Charm for a number of sequential days equal to their (Resistance+Essence) without ill effect.
  • Untiring Earth Meditation: This Charm is a Resistance Charm. It costs 3m, 1wp to use and requires Resistance 3. The reduction to Wound Penalties equals the user's (Essence/2).
  • Unflagging Vengeance Meditation: This Charm requires Integrity 5. It does not have Untiring Earth Meditation as a prerequisite.
  • Defense-From-Anathema Method:</b> This Charm does not have Chaos Warding Prana as a Prerequisite. Instead its Prerequisites are Inviolate Dragon Spirit and Unflagging Vengeance Meditation.

Resistance

  • <b>Impervious Skin of Stone Meditation: This Charm may be used to enhance the soak of allies with an additional cost of 1m/ally affected to a maximum of the user's Resistance. The maximum soak gained is based on the user of this Charm's Essence, not the beneficiary's Essence. Rather than the soak granted by this Charm failing against an attack enhanced by any Charm, this Charm grants no additional protection against attacks enhanced by Celestial Charms and the Charms of beings with a greater Essence than the user, as well as Sorcery. This Charm has special timing rules: It is a Reflexive Charm that requires a Spd 3, DV -2 Miscellaneous action to perform.
  • Unfeeling Earth Meditation: This Charm requires Untiring Earth Meditation instead of Unbreathing Earth Meditation.

War

  • Enfolded in the Dragon's Wings: This Charm is Simple (Speed 5). It requires Any War Excellency.
  • Blazing Courageous Swordsman Inspiration: This Charm costs 2m/target or 4m/Magnitude, has the 'War' Keyword, and requires Terrestrial War Reinforcement in addition to its listed prerequisites. To clarify this Charm's effect: it grants a temporary -0 HL to all targets for the scene. The Dragon-Blood may affect a number of allies equal to their Essence, and may use this Charm on themself only if they are affecting others as well.

Fire

Dodge

  • Safety Among Enemies:</b> This Charm negates any penalties to Dodge DV inflicted by the number of melee attackers engaging the user (although it does nothing for onslaught penalties or coordinated attacks). Use of this Charm requires that the user successfully defend against an attack using their Dodge DV; it does not provide a Perfect Dodge.
  • <b>Elemental Defense Technique:</b> This Charm is a Lore Charm. It requires Lore 4, Essence 3, and has Elemental Bolt Technique as a Prerequisite. The defensive effects of this Charm, including any Elemental effect, no not apply against attacks enhanced by Celestial Charms and the Charms of beings with a greater Essence than the user, as well as Sorcery. This includes ranged attacks affected or effected by magics. Attacks made with Artifact weapons not affected by such magics are treated normally.
  • <b>Elemental Defense Technique [Air]:</b> This Charm enhances both Parry and Dodge DV by 1.
  • <b>Elemental Defense Technique [Earth]:</b> The Elemental effect of this Charm does not enhance DV. It does soften blows, effectively increasing the user's Soak values by 2.
  • <b>Elemental Defense Technique [Fire]:</b> This Charm converts all damage inflicted by the elemental aura of this Charm to Lethal damage, not just two levels of it.
  • <b>Elemental Defense Technique [Water]:</b> This Charm fully negates only non-magical fire-based damage.

Melee

  • <b>Dragon-Graced Weapon [Fire]: See Elemental Bolt Attack [Fire].
  • Dragon-Graced Weapon [Water]: See Elemental Bolt Attack [Water].
  • Dragon-Graced Weapon [Wood]: See Elemental Bolt Attack [Wood].
  • Refining the Inner Blade: This Charm does not have the 'Holy' Keyword, and does not require 3 ticks of concentration prior to activation.
  • Portentous Comet Deflecting Mode: Rather than failing against an attack enhanced by any Charm, this Charm fails against attacks enhanced by Celestial Charms and the Charms of beings with a greater Essence than the user, as well as Sorcery.
  • Threshing Floor Technique: This Charm costs 2m+1/ally affected, 1wp to use. It grants an immediate melee attack to any affected, willing ally within 1 move of melee range of the target. The allies must move within melee range of the target. Affected allies may not use Simple Charms and may not activate Combos as part of the attack, however Supplemental and Reflexive Charms are fine. No more than (user's Melee) allies may be affected by this Charm. Targets of Threshing Floor Technique do not suffer coordinated attack penalties to DV.

Presence

  • Passion Transmitting Nuance: This is a Socialize Charm. It requires Socialize 3, and has Warm-Faced Seduction Style as a Prerequisite. The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Glowing Coal Radiance: This Charm has Unbearable Taunt Technique as a Prerequisite. The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Unbearable Taunt Technique: The duration of this Charm in Social Combat is measured in Actions, just like Physical Combat, and it has no Prerequisites. The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Terrifying (Air) Dragon Roar: The deafness caused by this Charm inflicts a -2 Internal Penalty. [Really I think the base Charm needs to be totally re-written but I'm just not sure what to do about it yet.]
  • Moth to the Candle: The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Warlord's Convocation: The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.

Socialize

  • Brother-Against-Brother Insinuation: This Charm requires Socialize 4 and has Passion Transmuting Nuance as a Prerequisite instead of (Any Two Socialize Excellencies). The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Warm-faced Seduction Style: The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Smoothing-Over-The-Past Technique: The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.

Wood

Archery

  • Dragon-Graced Arrow [Fire]: See Elemental Bolt Attack [Fire].
  • Dragon-Graced Arrow [Water]: See Elemental Bolt Attack [Water].
  • Dragon-Graced Arrow [Wood]: This Charm functions as Elemental Bolt Attack [Wood] (see above).
  • Swallow Defends the Nest: This Charm costs 2m per attack, and flurries invoked by this Charm do not inflict onslaught-penalties to DV.
  • Sparrow Dives at Hawk: The counter-attack provided by this Charm is treated as a surprise attack.

Performance

  • Soul-Stirring Performance Method: This Charm has Hidden Petal Aria as a Prerequisite. It targets an audience as a Social Unit. The user must beat the audience's Dodge MDV. Any non-extras (Heroic Mortals, Exalts, etc.) are affected by the same roll but defend separately from the rest of the audience. The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Protective Performance: This Charm costs 6m, 1wp. It treats the audience as a social unit and increases the unit's Dodge MDV. The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Invisible Street Performer Technique: This Charm has a Prerequisite of (Any Performance Excellency). The effect of this Charm is considered unnatural mental influence and can be resisted by spending 1wp.
  • Vibrating String Defense: This Charm costs 1m, and has a Duration of 'Instant.'

Celestial Dragon Styles

Comments

I approve. - Han'ya

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