DragonBloodedMelee/Telgar
Victorious Thermal Uprushing
Cost: 1 mote per 2 dice Duration: Instant Type: Reflexive Minimum Melee: 2 Minimum Essence: 2 Pre-Requisite Charms: None
Forcing his blade upwards with a rush of heated air a Dragon-Blood can quickly defend himself against attacks. This Charm adds 2 dice to any Parry attempt for every mote spent, up to a limit of the character's Melee + Specialities. It is possible to use these dice to build an action.
Roaring Inferno Defense</b>
<b>Cost: 3 motes + 2 per re-roll Duration: Instant Type: Reflexive Min Melee: 3 Min Essence: 2 Prereqs: Victorious Thermal Uprushing
Fire can not be cut, and a Dragon-Blood using this Charm shares some of that invulnerability. For 3 motes, the Terrestrial may re-roll a parry attempt and may keep re-rolling it for 2 motes per additional re-roll. This Charm has no maximum limit other then the character's Essence pools. Note that this Charm does not create a parry, it simply allows a normal parry to be re-rolled.
Portentous Comet Deflecting Mode
Cost: 4 motes Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 3 Pre-Requisite Charms: Victorious Thermal Uprushing
As per the DB Book, page 208.
Final Defense
Cost: 4, 5 or 6 motes Duration: Instant Type: Supplemental Minimum Melee: 4 Minimum Essence: 3 Pre-Requisite Charms: Portentous Comet Deflecting Mode
Often the last defense required in a battle with mortals or unprepared Exalted, this Charm provides the ultimate defense against an opponent's blade: destruction. Wrapping his own weapon in volcanic heat, the Dragon-Blood ensures that anyone foolish enough to attack him with a mortal weapon will lose that weapon in the attempt. Parries enhanced by this Charm can burn mortal weapons to useless slag. It costs 4 motes to destroy normal weapons, 5 motes for exceptional weapons and 6 motes for perfect weapons. This Charm can not affect armor or weapons of the Five Magical Materials.
Burning House Devastation
Cost: 6 motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Pre-Requisite Charms: Final Defense
Turning an opponent's own defenses against them is sometimes a better solution then attempting to remove the defenses. Attacks enhanced by this Charm do not do normal damage. Instead, if they are successful, they superheat the armor of the opponent. For every dot of soak derived from armor the target of the attack takes 1 die of lethal damage which can not be soaked by armor.
Untouchable Lava Flow
Cost: 6 motes Duration: Instant Type: Supplemental Minimum Melee: 4 Minimum Essence: 4 Pre-Requisite Charms: Final Defense
Like the molten rock belched forth by volcanoes, the weapon of a Dragon-Blood trained in this Charm can immolate and destroy by mere proximity. If this attack would be parried, instead apply the base damage of the attack to the target. Dodges and perfect defenses work normally against this Charm. Damage from this Charm is not the result of the attack and does not trigger Charms which rely on successful attacks.
Mesmerising Stalemate Dance
Cost: 5 motes, 1 willpower Duration: Special Type: Reflexive Minimum Melee: 4 Minimum Essence: 3 Pre-Requisite Charms: Final Defense
Battles between the Exalted can be beautiful, if terrible, sights. Fanning the fires of his weapon and snaring his opponent's interest with distracting waves of heat-blurred light a Crimson Dragon can lock blades and minds with his foe. Using this Charm turns any parry attempt or any attack which is defended against with a parry into an extended roll with a difficulty of the opponent's Charisma + Melee. The rolls are made once each round on the turn of whichever participating character has the higher initative score. Until the extended parry is resolved, neither character is able to take other actions without making a successful Wits + Melee roll, difficulty of the opponent's Essence.
Candle Steals the Spark
Cost: 10 motes, 1 willpower Duration: Instant Type: Simple Minimum Melee: 5 Minimum Essence: 4 Pre-Requisite Charms: Untouchable Lava Flow, Foe-Charring Battle Meditation
Fire is within all living beings, without the presence of Fire a living creature would freeze solid in heart, mind and body. It is possible to drain away that inner heat and turn it loose. Attacks enhanced with this Charm deal damage normally, but for every health level of damage done the character gains 2 dice with which to make a reflexive attack against any target within as many yards as the victim of the original attack had dots of Permanent Essence. This secondary attack has a base damage of the first victim's Permanent Essence. The damage from the fire conjured by this Charm is aggravated.
Foe-Charring Battle Meditation
Cost: 1 mote per die Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Pre-Requisite Charms: Stoking Bonfire Style
Using this Charm, a Dragon-Blood can summon the burning Essence of Fire and channel it into his weapon. The wounds inflicted by a blow made while using this Charm are not only life-threatening gashes, but also horrible burns. For every one mote of Essence spent on this Charm, add one die of damage to an attack (post-soak). The Dragon-Blood cannot spend more Essence on this Charm then his Melee rating.
Rising Signal Fire Jab</b>
<b>Cost: 7 motes Duration: Instant Type: Simple Min Melee: 5 Min Essence: 4 Prereqs: Deadly Wildfire Legion, Foe-Charring Battle Meditation
Igniting his weapon with a flare of blood-red essence a striking Dynast can send a clear signal to his allies that their enemy is occupied and even direct their attention to his weakest spots. Taking advantage of this the Terrestrial's allies can strike with impunity. If the target chooses to pary or dodge the Dragon-Blood's attack, one ally of the attacker within combat range may make a reflexive attack on the same target at full pool.
Burning Embers Attack</b>
<b>Cost: 3 motes Duration: Instant Type: Reflexive Min Melee: 3 Min Essence: 3 Prereqs: Deadly Wildfire Legion
Empowering her weapon with the Essence and danger of Fire, a Dragon-Blooded is able to re-roll her attack and apply the highest of the two rolls. The Dynast must accept the second result, this Charm can not be used twice on the same attack.
Burn to Ash Method</b>
<b>Cost: 4 motes + 2 per re-roll Duration: Instant Type: Reflexive Min Melee: 4 Min Essence: 3 Prereqs: Burning Embers Attack
Fire burns, almost anything exposed to fire will bear the marks of the contact. The blows of a Dragon-Blood using this Charm are simiarly destructive. For 5 motes, the character may re-roll her attack and contiune re-rolling for 2 motes per additional re-roll.
Melting the Blade
Cost: 1 mote per dot Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 3 Pre-Requisite Charms: Burn to Ash Method
Though normally it takes days or weeks of effort and many tools to forge or reforge a weapon, the Chosen of Fire may do so at a whim. Wreathing their blade in fire for a few moments, they may reshape the weapon temporarily to best suit the needs of the moment. For every mote spend on this Charm the character can move 1 stat point from any category of his weapon (damage, accuracy, speed, defense, rate) to another. No more points can be moved by a single use of this Charm then the character has dots of Melee. The changes last only as long as the Charm does (a single action), after which the weapon resumes its normal form. This Charm can only be used as many times in a turn as the character has dots of Essence.
Scorching Wash of Flame</b>
<b>Cost: 2 motes Duration: Instant Type: Reflexive Min Melee: 3 Min Essence: 2 Prereqs: Stoking Bonfire Style
Even a momentary brush with burning flame will scar and sear living flesh. With the heat of Fire in his weapon and his heart the Dragon-Blooded warrior can ensure that his foes suffer his full wrath. For 2 motes, the character may re-roll his post-soak damage and apply the higher result.
Burning Smoke Method</b>
<b>Cost: 4 motes, 1 willpower Duration: Instant Type: Reflexive Min Melee: 4 Min Essence: 3 Prereqs: Scorching Wash of Flame
Freeing himself from the restrictions of physical damage, a Fire Dragon can send his attacks through armor as if they were no more substantial then smoke. Post-soak damage is rolled twice and the results added together. The total result can not be higher then twice the first damage rolled.
Driving Heat Wave</b>
<b>Cost: 1 mote Duration: Instant Type: Reflexive Min Melee: 3 Min Essence: 2 Prereqs: Deadly Wildfire Legion
Overpowering her opponent as the strong fire-laden winds of the South overpower all else in their course, a Dragon-Blooded warrior can tip the balance in her favor with an extra burst of crimson essence. Should the Terrestrial's attack be tied in successes by a defense, this Charm causes the attack to succeed with 0 successes instead of failing. This Charm must be used after all active defenses have been applied.
Smoldering Spark Inflames the Forest</b>
<b>Cost: 4 motes Duration: Special Type: Reflexive Min Melee: 5 Min Essence: 2 Prereqs: Stoking Bonfire Style
A charm requiring great skill but little power, the smoldering spark is all that remains of the strikes left by the Crimson Dragon until he sheathes his weapon. Then, the inferno errupts. All attacks delt by the Dragon-Blooded roll damage normally, but that damage is not applied until until whatever weapon was used to inflict the damage is sheated or otherwise peacefully stored. Once the weapon is stowed, all the damage is applied instantly and without further provision against it. It has already happened, it simply has not manifested until the fires have smoldered long enough.
Comments
Does Rising Signal Fire Jab also grant a melee attack? (It's simple, after all, so if it doesn't, you have to... actually, i'm not sure how you can ever provoke a parry/dodge with a simple charm if it's not also an attack) Perhaps it should be supplemental? Nice charm though, you're rapidly ending up my premier source of extra dragon-blooded charms.
-- Darloth
Rising Signal does indeed provide a melee attack. I considered Supplemental...but I didn't really think I wanted DB's blasting away with an ubercombo with that charm - Telgar
Great Charms. I like them a lot, especially the ones destroying the oponents weapon or heatening someones armor. I still got a question on Roasting the Irksome Lobster, though: Does this Charm work on armors, that are not made of metal? I can think of leather armors or armors made of clay, that are immune against heat. I also think, that armors made from wood or silk could start burning using this Charm. - Jiba
No, non-metallic armors are still affected. Silk or wood would catch fire. Clay, while it doesn't melt, DOES absorb and retain heat. Never touch freshly fired pots. Glass acts much the same. Etc, etc. Heat applied to things you wear on your body is bad. - Telgar
I presume that if learnt and used by another aspect, the elemental effect is suitably changed, without mechanical difference? water dissolves like acid, air becomes freezingly cold/electrified, wood causes thorns to sprout, or whatever. I'm just asking since most DB charms seem to actually change based on element of user, not element of charm-tree. Aside from that... Now you've written the (much needed) parry-adder, perhaps you should place Roaring Inferno Defence below that charm rather than Stoking Bonfire? (Comet-Deflecting Mode would also fit better beneath a parry-adder, actually.)
-- Darloth
I disagree 100%, Darloth. Fire Charms should remain Fire-based no matter who uses them. I hate charms like Dragon-Graced Weapon and Elemental Bolt Attack because they ARE pan-elemental. DB Charms manipulate the elements, that is their fundamental concern. You don't write a DB Charm that does damage based on soak, you write one that melts armor. The effect has to come before the chrunch or else its just a colorful Solar Charm. - Telgar
Theres a typo on the charm Scorching Wash of Flame On the next line is says prereq charm Scorching Wave of Flame so I'm figuring there the same charm. I like these think I'm going to use them on my new fire aspect DB ^^ - Alicrast