DragonbloodedCharms/StC Style Terrestrials
Contents
The Storyteller's Companion Terrestrial Project
DISCLAIMER: This is totally a work in progress. I have incorporated the Canonical charms not as an attempt to subvert the copyright, but only so that it can be seen where they fit in the new scheme of things. Also, see the comments section or the StCOverview for a few small notes about the custom rule set these are for!
Okay, you'll find there are canonical charms in here; I've included them because some canon charms stay the same, others I've reassigned to different elements and some are changed completely. Without further ado, Brain Dump!!!!
Terrestrial Charms (Element Division Method)
by Jason Barkey (JadeSerpent)
Universal Charms
Lore
Elemental Bolt Attack
Cost: 1 mote per 2L
Duration: Instant
Type: Complex
Minimum Lore: 2
Minimum Essence: 2
Prerequisite Charms: None
The only change is that the player uses either Archery or Thrown as the relevant ability for targeting the bolt of elemental destruction, since it's either propelled with a throwing motion (Thrown) or a 'hold arm stiff and shoot them' sort of pose. (Archery) For completeness, the range is (20 yards * permanent Essence), the attack is Dex + Ability (see note above about body language) with accuracy equal to your permanent Essence Rating. The maximum number of motes that can be used in a single activation is equal to the Exalts’ stamina.
Melee
Dragon-Graced Weapon
Cost: 3 motes (or 1 mote)
Duration: Instant
Type: Supplemental
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
The Terrestrial focuses on her connection to the Elemental Dragons as she attacks, imbuing her weapon with harmful elemental effects. This charm must be invoked every time the Terrestrial wishes to use it, prior to making the attack roll. If the weapon that is the target of the charm is inset with so much as a token amount of the appropriate type of Jade, or if the Terrestrial can perform a brief flourish with her weapon, touching her weapon to the appropriate element, this charm can be activated for only a single mote.
- Air: The attack is accompanied by a powerful gust of wind. Any attempts to parry the attack suffer a +2 difficulty as the gusts of wind deflect efforts to stop it. (Note that the attack is no easier or difficult to dodge!)
- Earth: The weapon strikes with the weight of a boulder behind it, increasing the difficulty to resist knockback by +2 for Impact Weapons, +3 for the Sledge and Artefact Weapons of the oversized variety (+4 for the Grand Goremaul), and by +1 for all other weapons. (For example, Reborn Glacial Rain would increase the difficulty by +1 'cause it's a KNIFE!!! Grand Daiklaives are huge -- easily 15 kilos of Steel Alloyed Magical Material -- and therefore increase difficulty by +3)
- Fire: The target ignites, taking a 5L environmental damage hit at the end of the turn. The difficulty to resist is 2 and successful resistance reduces the damage to 2L. The flames die out after that.
- Water: The spray of sea water that accompanies a successful hit will disorient non-amphibious enemies, causing a 1-die penalty to all actions either until the next turn or for the duration of the next turn if the victim has no actions left this turn.
- Wood: The weapon sprouts thorns along its length, doing an additional +2L.
Air Aspect Charms
Archery
Gentle the Wind
Cost: 1+ mote
Duration: Instant
Type: Supplemental
Minimum Archery: 2
Minimum Essence: 2
Prerequisite Charms: None
Each mote spent reduces wind-induced penalties by 1. This effect can be used on any ranged attack made by the Exalt that is adversely affected by wind, or she can use this charm to enhance the attack of a single ally within (5*permanent essence rating) feet of her. No more motes can be spent than the Archery ability of the character per activation.
Mindful Zephyr
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Archery: 2
Minimum Essence: 2
Prerequisite Charms: None
By binding a minor zephyr to the arrow in the instant that the arrow takes flight, the Exalt can have the path of her attack adjusted as it flies, ensuring greater accuracy and consistency than could ever be dreamt of were her bow in merely human hands. The charm allows the character’s attack to be re-rolled. The second result stands, and activation of this charm will require that all other charms activated for the roll be reactivated at the same cost as for the original roll in the case of combos.
Archer's Favourable Wind
Cost: 10 motes, 1 Willpower
Duration: 1 hour
Type: Complex
Minimum Archery: 4
Minimum Essence: 2
Prerequisite Charms: Gentle the Wind, Auspicious Breeze
For one hour the Air Exalt can shift the winds to reduce the range of any opponents to half its normal range, while at the same time granting all allies within (10*permanent essence rating) feet 2 points of reduced wind-based penalties, as she bends the winds to favour her allies and hinder her foes.
Auspicious Breeze
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Archery: 3
Minimum Essence: 2
Prerequisite Charms: Mindful Zephyr
With a subtle outpour of essence, the Exalt is able to redirect the winds around her shot to propel it gracefully through the air, doubling the base range of her attack. Alternately, she can use this charm to enhance the attack of a single ally within (5*permanent essence rating) feet of her.
Twice-Striking Bolt
- inst/extra act: can shoot two arrows that both attack the target -- roll separately for each
- if parry or dodge are attempted, roll once and apply results to both attacks
Icy Shaft
- inst/supp: arrow does perm essence in additional damage (cold damage; resistance to cold applies to this extra damage)
Diving Hawk Shot
- inst/supp: ignore shield penalties by shooting high and letting arrow drive straight down (requires high overhead to function) reduced cost to combo this charm with Hailstorm Shot Attack
Hailstorm Shot Attack
- inst/extra act: can launch a stream of arrows high in the air and make an attack against several targets that occur next turn limited to perm essence in targets (requires high overhead to work)
- prereq: Diving Hawk Shot, Twice-Striking Bolt
Driving Gale Shot
- simple/inst: make shot at -1 acc, but the shot becomes armour-piercing. If already AP, then the shot ignores armour totally. Shot cannot reduce or negate magical armour through this charm. Further essence expenditures increase damage of attack
- prereq: Auspicious Breeze, Hailstorm Shot Attack, Icy Shaft
Arrow of the North Wind
- inst/supp: can shoot without arrow -- an arrow is frozen from the air using essence. Arrow is always a targeting arrow as the arrow penetrates any exposed chinks in target's armour
- prereq: Icy Shaft
Craft
Insightful Planning Technique
- allows rerolls on craft rolls for planning a project
Immaculate Plan Devising Exercise
- purchase dice for a craft roll to plan a project
- prereq: Insightful Planning Technique
Economy of Thought Meditation
- allows reduction of time between planning rolls by days (variable cost based on size of reduction)
Devotion of Mela Method
- can divide planning time by Permanent Essence but run risk of becoming blindly obsessed with the project and continuing to make rolls despite players’ desires, and lead to the neglect of food, sleep and hygiene (difficulty to resist obsession is +1 if Nature lends itself to obsessing over project – ie: Architect or Visionary)
- prereq: Economy of Thought Meditation, Immaculate PLan Devising Exercise
Dodge
Playful Zephyr Technique
- basic die-adder
Rapid Gust Evasion
- full dodge skill
Subtle Breeze Sidestep
- reroll all dodges for 1 turn
Race the Wind Evasion
- reflexively changes a pre-existing dodge into a moving dodge
Cloud Foot Avoidance
- may ‘air-walk’ for 1 turn while dodging
- does not grant a dodge, merely enhances them
Mela’s Steps Meditation
- grants free dodge skill worth of dice against all attacks for a scene; also, any companion touched/touching gains a reflexive use of their dodge skill without attribute each turn for the scene
Melee
Lightning Strike Method
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 2
Minimum Essence: 1
Prerequisite Charms: None
The exalt lashes out with the speed of a bolt of lightning; her initiative is boosted by her Melee ability that turn. Additionally, the character may sprint and still attack as normal. This charm must be activated before rolling initiative.
Bitter Gust Concentration
- cause attack to do added damage (cold damage)
North Wind Strike
- attack is armour-penetrating
Chain Lightning Concentration
Cost:5 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Minimum Melee: 3
Minimum Athletics: 1
Minimum Essence: 2
Prerequisite Charms: Lightning Strike Method
The exalt can sprint and attack during a turn up to as often as their Permanent Essence Rating, but must attack somebody new each attack.
Slashing Wind-Blade Attack -can attack at range with a razor-edged gust of wind that lashes from the user’s weapon
Earth Aspect Charms
Athletics
Perfect Climbing Attitude
Cost: per Storyteller’s Companion
Duration: see above
Type: see above
Minimum Athletics: 2
Minimum Essence: 2
Prerequisite Charms: ??
As per Storyteller’s Compaion?
Strength of the Earth Meditation
Cost: ??
Duration: per Storyteller’s Companion
Type: see above
Minimum Athletics: 2
Minimum Essence: 1
Prerequisite Charms: ??
Meditate for 1 minute to boost athletics by Essence (??) for Feats of Strength.
Mountain Toppling Method
Cost: 8 motes
Duration: per Storyteller’s Companion
Type: see above
Minimum Athletics: 3
Minimum Essence: 2
Prerequisite Charms: Strength of the Earth Meditation
As per Storyteller’s Compaion?
Unstoppable Landslide Charge
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Complex
Minimum Athletics: 4
Minimum Essence: 2
Prerequisite Charms: ??
May sprint and attack, increasing damage by the terrestrial’s Stamina for the one attack (only in straight lines or downhill?)
Craft
- reroll craft rolls when actually executing project
- can perform the work of two or more, reducing the time taken to construct or repair items, OR working at regular speed but negating the penalties associated with being short-handed for a project
- can evaluate the quality of a material object, gaining bonus dice to haggle, repair or break an item
Lore
Weigh the Airy Bolt
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Lore: 3
Minimum Essence: 2
Prerequisite Charms: Elemental Bolt Attack
With a subtle twist and a brief burst of mystic might the Exalt can attach a minute quantity of Earth aspected Essence to an incorporeal attack that they are aware of, allowing the attack to be defended against as though it had a physical component. To accomplish this, the Earth Exalt must make a reflexive Wits + Lore test at a difficulty of the attacker’s Essence. Note that this charm cannot be used in response to attacks that the Exalt is unaware of, though it can be used against attacks not specifically targeted at her so long as the target or the origin of the attack is within (5*Permanent Essence) yards or the attack passes by the Exalt.
Melee
Strength of the Earth Meditation
Cost: 2+ motes + 1 mote per ally
Duration: Varies
Type: Complex
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
Drawing on the fortifying essence of Creation, the Exalt binds herself and her weapon to the earth beneath her. Before even a fraction of the might of the Elemental Dragon, the heaviest of weapons can be wielded with speed and precision. The Exalt can reduce the minimum strength for a weapon by 1 point for each 2 motes spent. This lasts for the scene, or until the Exalt releases the weapon in question, whichever comes first. Touching another individual and spending an additional mote during the turn of activation can extend this to allies and followers. In the case of the minimum strength being reduced BELOW the strength of the target, the target gains +1 to the damage of the weapon instead. Insufficient Strength cannot be offset by more than the Terrestrial’s Melee score, and no more allies can be affected than the Exalts’ Compassion Rating multiplied by her Permanent Essence.
Steady Hand Technique
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 1
Prerequisite Charms: None
With a small expenditure of essence, the Exalt can smooth her actions and endeavour to block even the most ferocious warriors with grace and dignity. This charm allows the Terrestrial to re-roll failed parry rolls. The second result stands, and activation of this charm will require that all other charms activated for the roll be reactivated at the same cost as for the original roll in the case of combos.
Crashing Boulder Strike
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Dragon-Graced Weapon
On a successful attack, the Exalt will send the target of her attack +2 yards of knockback per point of Permanent Essence if the target fails the reflexive roll to resist knockback. Against inanimate objects, they are instead subjected to a standard attack doing double damage after soak.
Talon of the Earth Dragon
Cost: 2 motes (or 5 motes, 1 Willpower)
Duration: One Scene
Type: Complex
Minimum Melee: 2
Minimum Craft: 1
Minimum Essence: 2
Prerequisite Charms: Dragon-Graced Weapon
With a mighty shout, the Terrestrial plunges her hand into the ground – be it sand, soil or solid rock – and pulls forth a finely-shaped weapon. The weapon can be any mundane melee weapon, and has one of the following statistical benefits: +3 Speed, +1 Accuracy, +1 Damage, or +1 Defense. Additionally it is under a continual effect identical to Dragon-Graced Weapon. At the end of the scene the weapon crumbles into a fine powder, and disperses without a trace of having ever existed. The cost of 5 motes, 1 Willpower applies if there isn’t a suitable source of soil/stone to draw upon to form the weapon from.
Unmoved Boulder Method
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 3
Minimum Resistance: 1
Minimum Essence: 2
Prerequisite Charms: Steady Hand Technique
The Exalt braces herself and her weapon with Essence, letting her parry any attack she is aware of with her full Melee ability so long as there is a physical component to the attack. Additionally, she reduces knockback by 1 yard per 2 full points of Permanent Essence in the event that she fails to resist it. This functions against attacks that do magical knockback, but not against attacks that ignore blocks, such as Crashing Wave Throw. This charm cannot be activated in a turn that the Exalt jumps or moves more than her base walking rate.
The Mountain Stands Unbowed
Cost: 5 motes + 5 motes per ally, 1 Willpower
Duration: One Scene
Type: Complex
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Unmoved Boulder Method
With a mighty surge of heavy Essence, the Exalt fortifies herself, filling her arms with the strength to hold off a hundred mortal foes. For the remainder of the scene the Terrestrial can opt to parry any attack that she is aware of with her full Melee skill without spending an action so long as it possesses a physical component. Obviously she can still use an action if she wants to use her full Dexterity + Melee, but she is now free to deflect the attacks of lesser beings with minimal effort. Furthermore, the character gains a single automatic success to resist knockback in each test to resist knockback for that scene. When activating the charm, the Earth Exalt can likewise enhance any allies in physical contact with her for an additional cost of 5 motes per ally. No more allies can be enhanced by this charm than the Permanent Essence of the Exalt using the charm. Unfortunately, the charm slows all using it due to the heavy earth-aspected essence. So long as the charm is active any non-Earth aspected target affected by it has her movement halved.
Sheltering Lee Stance
Cost: ??
Duration: Instant
Type: Reflexive
Minimum Melee: ??
Minimum Essence: ??
Prerequisite Charms: ??
- a reflexive parry against anything in front of her that benefits everyone behind her, even if the attack specifies otherwise (ie: Death of Obsidian Butterflies)
- can be activated no more than once per turn, though it may be combo’d with other parry charms
- must be channelled through a shield or two-handed weapon
Earth-Shaking Blow
Cost: ??
Duration: Instant
Type: Complex
Minimum Melee OR Unarmed: 2
Minimum Essence: 3
Prerequisite Charms: Strength of the Earth Meditation, Dragon-Graced Weapon OR Unarmed equivalent
The Earth Exalt unleashes a mighty blow at the earth before her, causing a shockwave of tremors to wash out from her in a circle and cratering the very earth she stands upon! Anyone standing on said surface within her Essence in yards must make a reflexive knockdown test at a difficulty of the Exalts’ Permanent Essence or be knocked off their feet. This is not an attack and as such cannot be parried, though a dodge could be used if the target has enough movement to get out of the area of effect. Additionally the surface struck takes an attack doing twice the usual damage for purposes of breaking objects.
Bull Unburdened Method
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 3
Prerequisite Charms: Strength of the Earth Meditation
The Exalt learns to channel a surge of Earth-aspected Essence through his legs and into the ground, momentarily boosting his stability and strength when wielding massive weapons. For each mote that is spent, the Terrestrial can add a die to an attack, damage or parry roll, though the essence must be spent before the attack roll is made in all cases. Only one type of roll can be boosted per activation, and no more motes may be spent than either the Minimum Strength of the weapon OR the Melee ability of the Exalt in question. This charm cannot be used in the midst of a leap or any other time that the character does not have his feet on the ground, though it need not specifically be rock or earth that is being stood upon.
Pasiap's Tireless Blows
Cost: 8 motes, 1 Willpower
Duration: Varies
Type: Complex
Minimum Melee:5
Minimum Essence: 4
Prerequisite Charms: Bull Unburdened Method
This charm (formerly known as Mighty War-Auroch Meditation during the First Age and also in the Threshold) is the more powerful version of the Bull Unburdened Method, as the Exalt has now learned to maintain the Essence weaves that unburden their weapon arms, and that help anchor and stabilize them for superior swings. On activating the charm, the Exalt increases her Melee, her Speed, and her Damage by the Minimum Strength of the weapon wielded at that time (artefact weapons of the ‘novelty oversized’ sort such as Reaver Daiklaives and Goremauls are considered to have a Minimum Strength 2 points higher than the actual rating for the purposes of the bonuses); if she releases the weapon at any time during the scene (voluntarily or otherwise) the charm immediately ends. This does not allow her to exceed the standard Terrestrial dice pool limits, nor to increase the damage of her weapon by more double its regular damage rating. Alternately, an Earth Exalt could wield an oversized artefact weapon at its base statline and with no extra Melee dice without attuning; there is NO bonus for Magical Material type in this case, and any innate or invoked powers will not function. You just get to hit things with it, not use its funky god-powers.
Ride
- charm grants rerolls to stay mounted (leading to the next two charms)
- cascade from first charm “Ebony Spur” (leading to fourth charm)
- cascade from first charm “Steady Mountain-Goat Hooves” (leading to fifth charm)
- cascade from second charm Charging Charm (leading to sixth charm)
- cascade from charm 3 grants mount a good soak and an extra health level (leading to sixth charm)
- cascade from charm 4 and 5 scene long boost to the mounts’ Str, Stm and Health
Fire Aspect Charms
Archery
Flame Arrow
- damage booster/consumes arrow
Immolation Arrow
- sets target on fire?
Flame Sniper (with apologies to Naoko Takeuchi)
- boosts dmg based on how long the shot is held
Fiery Arrow Concentration
- essence-conjured ammunition
Awareness
Scent the Passionate
- grants an automatic success on any Awareness roll when the target has more Valour or Conviction than Temperance; works only on living beings that are in the material world.
Investigate
- Charm for searching places and things in Storyteller’s Companion
- Charm for probing interrogations
- Charm for learning what’s important to a person – requires observing them for a bit; can be used outside an interrogation (can be learned under Investigate OR Socialize)
Melee
Rapid Wildfire Method
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
The Exalt feeds the burning aggression that embodies a racing wildfire, attacking with great speed. Add the character's Valour to her initiative total for the turn. Additionally, if the first attack that they make hits successfully, pre-soak raw damage is increased +1. The charm can only be invoked before initiative is rolled, if the Exalt uses her dice action(s) to attack. (It can be combo'd with a Complex charm that gives an attack to the Exalted) The character cannot benefit from more than a single activation of this charm at once.
Threshing Floor Technique
Cost: 2 motes + 1 mote per targeted ally
Duration: One Turn
Type: Complex
Minimum Melee: 3
Minimum Athletics: 1
Minimum Essence: 2
Prerequisite Charms: Rapid Wildfire Method
All other details like in the DB Book.
Stoking Bonfire Style
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
The Fire Aspect may buy extra dice on an attack, at a rate of 2 dice per mote spent, up to her skill rating (plus applicable specialties) in extra dice. If the Terrestrial needs only 1 additional die then the fractional mote remaining is lost.
Flickering Taper Technique
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Rapid Wildfire Method, Stoking Bonfire Style
Using this charm, a Fire Aspect can make her weapon dance like a candle flame caught in a breeze. Each activation of the charm reduces the penalty for multiple actions by two to a single attack or parry attempt. Unfortunately, due to the delicate and insubstantial nature of this particular essence weave, any attack aided by this charm suffers a -1 base damage for each activation of this charm (No lower than 1), and any parry attempt has it's successes reduced by 1 success for each activation of this charm, regardless of whether that particular attack or parry roll benefited from the charm's activation. No attack can be reduced below base damage 1 (ie: The attack will have a minimum raw damage of 1 + remaining successes on the attack roll), and no parry will be reduced below 1 success by this charm. Not surprisingly, most experienced Fire Aspects use this charm primarily to launch a blistering series of light slashing attacks or to defend themselves when in danger of being overwhelmed by a score of lesser foes or a flurry of probing attacks from other experienced fighters; typically while wielding knives, jo staves, javelins, or similar weapons. This charm can be activated no more times per turn than the Terrestrial's Melee ability.
Deadly Wildfire Legion
Cost: 1 mote per ally + 1 mote per 2 dice
Duration: One Scene
Type: Complex
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Stoking Bonfire Style
Through the use of this charm, the Fire Aspect can empower up to her Permanent Essence Rating of allies with greater capability in melee. Any ally touched during the turn that the charm is activated can be empowered for 1 mote to do an extra 1L on any successful attacks as they are surrounded by a burning aura and their weapons burn anything that is struck by them. Further, for the cost of one additional mote, any one ally will gain 2 additional dice in melee -- up to their Melee Ability in extra dice, as she kindles a passionate flame in their breast. The Exalt cannot grant anyone more bonus dice than she herself possesses in the Melee Ability.
Ghost Fire Blade
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Dragon-Graced Weapon
With a prayer to the Elemental Dragon of Fire, the Fire Aspect can sheath her weapon in pale licks of flame, enabling her to strike ghosts and dematerialized spirits as though they were manifested. It should be noted that this charm does not actually allow the character to see dematerialized spirits, nor does it provide any other benefits.
Forging the Inner Fire
Cost: 5 motes, 1 Willpower (or 1 mote, 1 Willpower)
Duration: One Scene
Type: Complex
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Dragon-Graced Weapon
Drawing upon the burning passions in her heart, the Terrestrial conjures a weapon of shaped flames and heat into being. This weapon can be any perfectly ordinary melee weapon, and benefits continually from the effects of Dragon-Graced Weapon. However, ghostly as it is, the weapon conjured by this charm is inappropriate for parrying and difficult to parry in turn. Any parry attempt made by or against this weapon has its difficulty increased by 1 for each point less than 6 of the wielder's Permanent Essence Rating since lesser Fire Aspects tend to conjure arms of less substance; this will never result in a bonus to parry, as it will get no more solid than any weapon of its sort made of reasonably fine steel. More experienced Terrestrials (Essence 4+) can conjure the weapon with less substance than they might otherwise achieve, to as weak as if the Exalt had an Essence rating half as great - round up. At the end of the scene the weapon vanishes in a flicker of flames, as it dissolves from the handle to the tip into smoke. An alternate version of this charm requires a sizable fire (atleast as great as a small bonfire) from which the weapon is drawn. In that case the weapon costs only 1 mote and 1 Willpower to manifest as the fire is simply drawn to the Terrestrial's hand rather than being formed strictly from his own Essence reserves.
Inferno Strike
Cost: 1 mote, 1 Willpower
Duration: Instant
Type: Complex
Minimum Melee: 3
Minimum Essence: 2
Prerequisite Charms: Dragon-Graced Weapon, Rapid Wildfire Method
With a rush of focused rage the Exalt strikes strong and sure as the fires of a forge. Mechanically the Terrestrial makes an attack with a +1 to her regular Melee dice Pool, and if the attack hits then the player can re-roll the damage roll, keeping the second result.
Ringing Anvil Onslaught
Cost: 8 motes
Duration: Instant
Type: Extra Action
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Inferno Strike, Flickering Taper Technique
As per DB hardcover except where stats differ above.
Wrathful Conflagration Method
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Extra Action
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Ringing Anvil Onslaught
Blazing like a horrible inferno and just as dangerous to approach, an Exalt under the effects of this charm gains additional attacks equal to successes on a Melee roll (no attribute) + a number of automatic successes equal to the number of enemies within weapons' reach without moving. Each enemy that can be attacked without the Exalt moving must be successfully attacked once before additional attacks can be levelled at any particular foe.
For example: Sesus Chenow is facing down the elite bodyguard of an insubordinate tributary queen and wishes to demonstrate the futility of withholding the proper dues from House Sesus. Surrounded by five guards, he activates Wrathful Conflagration Method, and rolls his Melee (5 + 2 specialty in charm-enhanced) without Attribute, scoring a 1, 1, 4, 7, 8, 8 and 10. With 5 automatic successes and 5 successes on the Melee roll, Sesus Chenow will probably easily cut down over half of the elite guards that have dared to cross blades with him, and in under three seconds, to boot!
Ride
- charm boosts valour of mount (leading to the next three charms)
- cascade from first charm boosts mounts’ running speed but leaves burning hoof prints (leading to fifth charm)
- cascade from first charm grants flaming hooves of fury (leading to fifth and sixth charm)
- cascade from first charm grants soak from fire/heat (leading to sixth charm)
- cascade from charms 2 and 3 grants mount an additional attack each turn with flaming hooves
- cascade from charm 3 and 4 makes mount burst into flames
Water Aspect Charms
Dodge
- dodge dice @ 2/mote reflexively against attacks with a physical component
- can purchase full dodge skill for ref dodge @ no environmental penalty so long as Exalt is prone
- can use action to dodge even when bound or held (at no penalty; even if bound hand and foot, so long as some form of bodily motion is possible)
- can reroll dodge as long as movement is possible
- after successfully dodging a melee attack, the Exalt is considered to have initiative over the failed attacker until the opponent successfully strikes the Exalt or supernaturally enhances their initiative (ie via a charm or artefact)
- after successful dodge vs. melee attack, character can use an action to make a back attack as they flow past their attacker
- scene long that allows the Exalt to MAINTAIN a back attack position on an opponent once it is acquired, so long as they have enough movement to maintain their position and they succeed at a reflexive Dodge + Perception vs. the target’s Dexterity + Athletics each round that the Exalt wants to maintain the position
- a terrestrial ‘perfect dodge’ – can trade dice for successes on a dodge roll up to their Essence rating (alternatively: perfect dodge/no roll needed – does not work vs. magical-enhanced attacks)
- gain scene-long dodge rerolls
Wood Aspect Charms
Springy Bough Method
Cost: 2 motes (or 1 mote)
Duration: Instant
Type: Supplemental
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: None
With a quick burst of wood-aspected essence, the Exalt makes her weapon springy and flexible beyond reasoning at the instant of impact, letting it bend greatly, before snapping forcibly back to its' original form. The net effect is to propel the target of the attack by a number of additional yards equal to her Permanent Essence Rating if the target fails the reflexive Resistance roll to avoid knockback. The charm generally fails if used with short swords or smaller such weapons without creative stunting, since then the weapon is short enough that the target needs only take one step back to relieve the tension on the weapon. The charm makes it no harder to resist knockback than usual, and costs only 1 mote if used with a weapon that's either alloyed with Green Jade or made largely from bone, wood or some other formerly living material.
Virtuous Deflection
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 1
Prerequisite Charms: None
With a small expenditure of essence, the Exalt can smooth her actions and endeavour to block even the most ferocious warriors with fluid grace. This charm allows the Terrestrial to re-roll failed parry rolls. The second result stands, and activation of this charm will require that all other charms activated for the roll be reactivated at the same cost as for the original roll in the case of combos.
Predator of Iron and Bronze
- instant attack die-adder
Sheltering Bower
- reflexive parry of any attacks directed at self or allies within sprinting distance with melee + any applicable specialties that Exalt is aware of
- chains from Seed of Life Meditation
Willow Switch Technique
- makes a weapon composed of wood spring forth from the ground or any pre-existing plant
- extremely cheap cost and minimums (2 motes, melee 3, essence 1)
Become the Blade
- scene long dice adder
- emphasizes oneness with the weapon for boosted dice pool for all melee actions (ie: attuned weapons are a few motes lower to use this on?)
- a very high level charm (their ultimate technique?)
Awareness for all
Air: Eagle Eye Method (superior distance sight)
Wind Carried Whispers (better hearing)
Subtle Breeze Analysis (‘radar sense’)
Earth: Earth-Web Prana (seismography)
Wood: Spoor-Scent Meditation
Owl’s Gaze Technique (night vision)
Water: Dolphin’s Ear (sonar underwater)
Whispering Mist Concentration (sonar in fog or rainy conditions)
Bureaucracy for all
Air: Way the Wind Blows Technique (converts a die into an auto-success for each roll during an extended task or contested roll – makes the swing-states swing your way; charm fails to activate if opponent has more successes than you)
411 Charm about Bureaucracies
Conceal stuff from outside infiltrators Charm
Earth: Bestow the Saffron Mantle
Wood: Snarling Undergrowth Concentration (causes conflict and dissension during a task; ruins productivity)
Bloom of the new Growth (can repopulate an organization with competent and trustworthy personnel quickly and efficiently)
Water: ??? – (Convince people you’re giving ground when you aren’t – requires a bit of socialize as well)
??? – (Can gain more dice to bring about a compromise)
411 Charm about Bureaucracies
Fire: Geese Flying South
??? – (Buys extra dice to convince people to join your side or to drive people to perform; if you fail you lose all the dice you bought for purposes of measuring degree of failure)
Rot-Burning Method (bonuses to clear out corruption in a bureaucracy)
Dodge for all
Air:
Earth: Can dodge through rock or earth, doubling the effect of cover made from such materials
Fire:
Water: Flows past opponent and into their rear arc for back attack
Wood:
Medicine for all
Air: Madness analysing Stare and it’s chain
Earth: Wound-Accepting Method type of charm Cleansing Salt Method – draw poison or illness from victim into self
Wood: ??? -- turn own lethal into bashing ??? – die adder when dealing with herbal remedies ??? – limb regrowth method
Water: Cut-Stanching Touch
Fire: Toxin Flushing Trance – burns out poisons and illness from self Purgative Fever Culmination Method (buy successes on rolls to cure disease or poison in exchange for lethal wound levels to target)
Lore for all
Air:
Earth:
Wood: Ten Seasons Growth Discipline
Water:
Fire: Fire Blast Trap Trick
Comments
Okay, it killed my formatting, and I forgot that my charm type terminology is different. There is no SIMPLE-type charm in my universe. COMPLEX is a better term for charms that consume your whole dice action, and prevent split dice pools. Additionaly, I found the bit about free reflexives for Terrestrials conflicts with the idea of Essence not leaping to obey the Terrestrials like it does for the Celestials, so no free reflexives for Terrestrials in my universe. Not stopping others, just remember that if a charm says that it is reflexive, and can be combo'd, it's because I was lazy and did not do a separate version for free reflexive Terrestrials -- JadeSerpent (Jan29, 2006)