DragonBloodedPresence/Greymane
Invigorated Soul's Ignition
Cost: None
Duration: Permanent
Type: Special
Minimum Presence: 1
Minimum Essence: 1
Perquisite Charms: None
It is said that the hearts of Hesiesh's children are burning torches and that their veins run fire, not blood. Their passions ignited, the torch of their heart flares brightly and the fervor of their presence can create an inferno that consumes all around them. Each purchase of this Charm increases the damage dealt by the Terrestrial's anima flux or by a Fire Aspects anima power by one die. Character's cannot take Invigorated Soul's Ignition more times than they have points of Presence.
Into the Dragon's Maw
Cost: None
Duration: Permanent
Type: Special
Minimum Presence: 2
Minimum Essence: 2
Perquisite Charms: Invigorated Soul's Ignition
Hidden within every Fire Aspect is a gapping inferno. As they learn to open the chambers of their heart and express the firestorm beyond through their anima, they grant the unfortunate a look into the mouth of Hesiesh moments before his fire takes them. With the purchase of this Charm, the Terrestrial doubles the area in feet that his anima flux covers. For Fire Aspects, this Charm also expands the radius of his anima power to the original Essence x 2 in feet that his anima flux formerly covered, effecting all who enter that space and not simply those who strike him without a weapon or attempt to grapple him.
Awakening Dragon's Roar
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Presence: 1
Minimum Essence: 1
Perquisite Charms: None
The passion of the Hesiesh's blood cannot always be contained. Nor do those blessed by it necessarily want to hold it in check. By use of this Charm, a Terrestrial may cause his anima to flare up frighteningly fast, achieving full iconic display in a single instant, regardless of it's current level. The anima banner fades at it's normal rate, though any further expenditures of Peripheral Essence are treated as though building from the minimum number of motes needed for the current display level.
Harnessing the Wild Dragon
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Presence: 2
Minimum Essence: 2
Perquisite Charms: Awakening Dragon's Roar
Tapping into the raging power of ambient elemental energy that stirs around her, the Terrestrial manages to contain and direct it for an instant. The roaring light of the Terrestrial's anima spirals inwards, concentrating into her hands and feet as bursting flares of elemental energy.
Mechanically, this Charms adds a number of automatic damage successes to any unarmed attack equal to the current level her anima banner is displayed at. This damage is added before soak or hardness is calculated. This Charm can explicitly be used in Combos with Charms from other Abilities.
Instinctive Fear Flash
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Presence: 4
Minimum Essence: 2
Perquisite Charms: Glowing Coal Radiance, Awakening Dragon's Roar
Fire is the great destroyer. Be it man or beast, the hunger of flame can consume them all. There exists in all creatures an instinctive fear of fire's touch that even Anathema cannot shake. Using this Charm, a Terrestrial can stoke that latent fear to life through her anima, creating flinching hesitation in those who would assault her and causing them to pull their blows rather than stick their hand into the fire. Any incoming melee attacks suffer a dice penalty equal to the level of the Terrestrial's current anima display.
Vulcan's Anvil
Cost: 7 motes, 1 Willpower
Duration: One Scene
Type: Simple
Minimum Presence: 5
Minimum Essence: 4
Perquisite Charms: Burning Dragon Battlefield
There is more to fire than simply it's scarlet flame. There is heat and desolation as well. At the elemental pole where Hesiesh is said to make his home, there is a heat so grand that it will first leach the water from your flesh and then the cook the flesh upon your bones. Activating this Charm subjects an area equal to 100 yards per point of the Terrestrial's Permanent Essence to a blistering heat as desolate and devastating as the deepest southern desert. Everyone caught within its effect that is not protected from the elements must succeed in a fatigue roll with difficulty equal to the Terrestrial's Permanent Essence. Those who fail are withered and weakened by the extreme heat, suffering a Fatigue penalty to all dice actions equal to half of the Terrestrial's Presence, rounded up. Mortals who fail this roll suffer an unsoakable level of bashing damage for every turn they are subjected to the heat.
Firewands
Brass Dragon's Breath
Cost: 5 motes
Duration: One Scene
Type: Simple
Minimum Presence: 4
Minimum Essence: 2
Perquisite Charms: None
Firewands are weapons very near to the heart of Hesiesh. Emulating the dragon's fiery breath, they hold an indelible romance and allure to the Fire Aspect that is often suppressed only due to the high costs of maintaining a stockpile of firedust. However, a Terrestrial who knows this Charm need never want for ammunition again. So long as he displays at least two motes worth of anima banner, he can draw that ambient essence in through the barrel of his firewand and unleash it as a flare of elemental energy. His firewands Rate is set to his Permanent Essence, so long as he continues to employ his anima as ammunition. Additionally, Fire Aspects who have activated their anima power at the same time add the damage caused by their burning anima to the base damage of all such attacks. For each shot fired in this fashion, he actively reduces the level of his anima display by two motes, until it has faded completely.
Flash-Fire Fulmination
Cost: 5 motes
Duration: Instant
Type: Supplemental
Minimum Presence: 5
Minimum Essence: 3
Perquisite Charms: Brass Dragon's Breath
Activating this Charm, Terrestrial raises his firewand and shoots it into the air. The flame that emerges does not gout out in a briefly lived stream as usual. Instead, it floods into his anima in a river of warping flame and thick smoke. The blast becomes an attack which effects everyone standing within range of the Terrestrial's anima flux. He rolls only once and everyone within the area of effect must defend against the result. This blast cannot be parried and must be dodged. Those who fail are subject to the full damage of the firewands attack, increased by one die per level of anima banner the Terrestrial currently displays. Once the fire from this Charm has faded, the Terrestrial's anima banner is instantly snuffed out. This Charm may be placed in a Combo with Charms of other Abilities.
Thrashing Tail Technique
Cost: 5 motes
Duration: Essence in Turns
Type: Reflexive
Minimum Presence: 5
Minimum Essence: 3
Perquisite Charms: Brass Dragon's Breath
As the Terrestrial discharges his weapon, the gout of searing flame that emerges is not a briefly lived flare, but instead endures as a whip of living flame. For a number of turns equal to his Essence, the Terrestrial may wield his firewand or flamepiece as a melee weapon, employing his Dexterity + Melee pool in place of Dexterity + Archery pool. The lashing strip of fire can stretch out to the weapons full range and deals damage equal to one half of the weapons normal damage. Despite it’s insubstantial seeming nature, the flame-whip can coil and wrap around physical objects, allowing the Terrestrial to swing from rafters or pull himself up walls on it. It can also tangle up opponents, though attempts to do so adds 2 to the difficulty of any attack.
Flamewhip: Speed +3, Accuracy -1, Damage Variable, Defense +0, Rate 4
Blood Burning Baptism
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Presence: 4
Minimum Essence: 2
Perquisite Charms: Brass Dragon's Breath
Embracing flame not simply as a destroyer, but as the ultimate purifier as well, the Terrestrial turns his firewand upon injured allies. Washing them in a torrent of cleansing flame, he burns away hurts and corrupting agents from them, within and without. Targets of this Charm will have their wounds instantly cauterized, stopping any blood loss. Wounds closed in this fashion almost invariably scar and for mortals, the burn markings are likely permanent. Additionally, if poisoned, the target may make an immediate Stamina + Resistance roll to resist the chemicals effects, adding one-half of the Terrestrial’s Essence in dice to their pool. If successful, they do not suffer any additional damage or ill effects, the toxin burnt from their system.
Note
Just to clarify, as a friend was a bit confused on the terminology of these Charms when I showed them to him, when the Charms listed here refer to the 'level' of anima display, they refer to the various stages of an anima banners growth as Peripheral Essence is spent. Calling them levels was a bit of improvising on my part, as I could not find any official term to label them by.
Comments
I'm a little concerned about the possible 7+ damage a Fire-aspect's anima could do at character creation with the first charm... That's enough to vaporize extras as a non-issue, and enough to cause un-armored Solars to even care, such as Martial Artists. It's constant, cheap, and reflexive, allowing them to do other things and actions while it's going on. And area of effect to boot. -- GreenLantern
- Also, you might want to add a note discussing the levels, their names, how many motes they take for a poorly-bred Terrestrial, and such, thus keeping people from needing to look it up for these charms. -- GL
I'm really tired at the moment, so if I end up sounding a bit snarky here, it's nothing personal or anything. ^_^;
Anyway, it's not really as bad as all that. To accomplish this 7L anima damage deal, a standard chargen Terrestrial would be devoting 5 out of 7 Charm picks to that Charm alone and be spending at least 2 of 15 bonus points on top of that. Excluding the use of Flaws, this would leave him, at most, 3 more Charms to pick from. All for the sake of doing 7 damage with his anima. This isn't exactly a build choice I see most people taking. Not when you could likely invest in other areas and do far more than 7 damage by just stabbing things.
Even if someone did want to play the Terrestrial equivalent to a suicide bomber (their anima flux area of effect would only be about two feet, meaning they'd have to get _real_ close to get people in it), why shouldn't they be able to mow through extras or potentially harm an unarmored Solar? Typically speaking, extras are non-issues anyway and for this poor fellow, that might actually be different if the extras in question happen to have bows (heck, even rocks could do the trick if they throw enough of them). And an unarmored Solar is really in no greater danger from Barbeque Boy here than he would be from anyone attempting any sort of damaging effect on him. If it's really that big a concern for him, all he has to do is either not stand next to the Terrestrial or kill him quickly (a feat which shouldn't be too difficult as the DB in question could not afford to be much of a close combat expert).
Also, I'll see about getting some kinda reference guide up sometime soon. It's not too hard to follow, but you're right that it would at least save people from having to dig things up on their own. – Greymane
I must admit, I had been mistaken regarding the range of a Terrestrial's Anima Flux. For some reason, I had thought it was (Essence) yards, not (Essence) feet. 3 Yards is a whole lot different than 3 feet, certainly. You've therefore made a much stronger argument about limited utility - I had thought that it was fairly do-able that a starting Terrestrial could cook things out to 3 yards, and thus, easily get a large number of targets at once, and make it difficult to get in and out of range quickly. At the same time, my re-reading of Anima Flux rules (2E DB Book, page 122 for anyone else who wants to look) is that the damage is done per tick, and thus, easily enough becomes 3-4 damage per tick (if the character doesn't max out on these charms). As far as I understand it, a character is able to take a move action nearly anytime, including just before and after an attack action - thus, real exposure time is only 1-2 ticks per attack, which isn't so bad at all. If I'm wrong however, please correct me - I'm not 100% familiar with 2E movement. -- GL
Can't really comment on much there. I can see how the Charm might have seemed overpowered if it was 3 yards, yeah. Of course, at 3 yards it would also be a double-edged sword. Your allies would have to step twice as carefully around you in battle and your foes could reasonably escape your anima by simply keeping close to them. For the other stuff, I'm not familiar with 2E movement at all. I've never actually read through 2E all the way and don't even really pretend like I understand what's going on in there enough to make Charms for it. 1E though, I can make believe I understand enough to mock up some stuff. I'm sure it wouldn't take much modification to retool these for 2E style, but I'll have to bend to your greater wisdom on how 2E rules would be applied. - Greymane