Custom Dragonblooded Charms

Haku1

Ze Hamster of Lurkdom
Some C&C would be appreciated before I post them properly in the charm section.


I did the following charms as it always struck me as silly/stupid that the dragonblooded only had -7- melee charms outside of their excellencies.


Here are another 7 custom melee charms done up while I was bored at work.


****


Deceptive Mirage of the Desert


Cost : 1 mote


Type : Supplemental


Minimum Melee / Essence : 2 / 1


Keywords : Combo-Ok, Obvious, Elemental


Duration : Instant


Prerequiste Charms : none


The deserts in the South of Creation are deadly and renown for their ability to deceive as heatwaves pull forth mirages that lure men to their deaths. Using the innate essence within them that resonates to the deceptive aspect of the southern deserts, the dragonblooded allows a miniscule amount of essence to flow into her weapon, allowing it to appear greater than it is.


This charm, for 1 mote, causes the dragonblooded's weapon to flare with elemental essence appropiate to her aspect as if she had spend a great many motes to enhance her attack.


When she strikes, a burst of elemental energies will explode from her strike. This is absolutely harmless, but does not appear so.


To avoid being fooled by this charm, requires that the target to have seen this charm in use several times prior (6 - their essence trait, down to a minimum of 1), or they need to successfully roll (intelligence + lore) at a difficulty of 3.


This charm is very obvious and flashy in its nature and is meant to provoke a greater defense than is necessary, so as to waste the essence and willpower of the dragonblooded's targets.


Fire and Smoke Theorem


Cost : 5 motes and 1 willpower


Type : Simple


Minimum Melee / Essence : 4 / 3


Keywords : Obvious, Cooperative


Duration : Scene


Prerequiste Charms : Deceptive Mirage of the Desert, Blinding Spark Distraction


It is well known that where there is smoke, there is fire to be found. This charm allows a dragonblooded to create boundless amounts of smoke in a small area from her momentary flaming weapon.


Igniting her weapon, the air around the dragonblooded is filled with smoke in a radius equal to (Dragonblooded's essence trait) yards. This gives a bonus of 2 to the dragonblooded's total DV. Should more than one dragonblooded activate this charm in close proximity to each other, the smoke created becomes greater; covering an area of (highest essence trait of Dragonbloodeds involved + 1 per dragonblooded) yards around each dragonblooded. The DV bonus is also now equal to (1 + number of dragonblooded involved).


Heavy Blade of the Dragons


Cost : 2 motes


Type : Supplemental


Minimum Melee / Essence : 3 / 2


Keywords : Combo-Ok


Duration : Instant


Prerequiste Charms : Any Melee Excellency


The force of the blades of the Dragonblooded are immense and potent, allowing them to strike down their enemies in a single strike like the volcanos that throw fiery boulders from their peaks that crushes those that they hit.


The charm allows a dragonblooded to add the overwhelming tag to his attack, as well as using the higher of his melee or essence for minimum damage.


Piercing Heat of the Forest Fire


Cost : 4 motes


Type : Supplemental


Minimum Melee / Essence : 3 / 2


Keywords : Combo-Ok


Duration : Instant


Prerequiste Charms : Dragon-Graced Weapon


The heat of the forest fire cares not for the garments worn by those it catches. Be they fur, silk, or metal, the forest fires' heat seeps in like a silent assassin. This charm allows a dragonblooded to mitigate the soak of his opponent a little.


This charm allows a dragonblooded to lower the soak of his opponent by (dragonblooded's essence trait) down to a minimum of 1 for a single attack as the heated essence of the dragonblooded flows around the defensive soak of his opponent.


Baneful Heat of the Desert


Cost : 3 motes


Type : Supplemental


Minimum Melee / Essence : 4 / 3


Keywords : Combo-Ok, Obvious


Duration : Instant


Prerequiste Charms : Piercing Heat of the Forest Fire


To travel the deserts of the south, one must prepare for the heat. Wearing massive armour without the use of charms will quickly fatigue even the greatest of exalts and cause heat-poisoning if they have no way to cool down. This charm allows a dragonblooded to provide a little of that southern... hospitality to his opponents.


With weapon wreathed in shimmering heatwaves, those successfully struck by the dragonblooded need to make an immediate and reflexive (Stamina + Resistence) roll at a difficulty equal to (their armour's fatigue value + 1), those not wearing armour have a difficulty of 1. See page 374 of the 2nd edition core book for rules on armour fatigue


Explosive Pulse


Cost : 3 motes and 1 willpower


Type : Simple (speed 5)


Minimum Melee / Essence : 4 / 3


Keywords : Combo-Ok, Obvious


Duration : Instant


Prerequiste Charms : Dragon-Graced Weapon


Dropping a cube of ice into a bonfire or a foundary would result in a small explosion. Likewise, this charm allows the dragonblooded to compact his essence into his weapon, and unleashing its fury as he strikes the essence of his opponent. This fury is enough to fling his opponent backwards.


The Dragonblooded performs a melee attack as normal. Irregardless of whether the attack succeeds or not, the dragonblooded's weapon explodes in a fury of elemental essence. To avoid being pushed backwards by this blast of energy, the target must make an immediate and reflexive (Strength + Resistence) roll at a difficulty equal to (dragonblooded's essence trait). Failure means the opponent is pushed back (Strength + Essence) yards. Targets hitting a hard object take one die of damage for each yard that they would have otherwise travelled. This additional damage is typically bashing, but can be lethal if the target strikes a dangerous object (such as a wall of blades).


This charm does not have any effect on opponents who successfully dodge.


Refining the Dragon's Fang


Cost : 4+ motes and 1 willpower


Type : Simple


Minimum Melee / Essence : 5 / 4


Keywords : Combo-Ok, Obvious, Elemental, Holy


Duration : Scene


Prerequiste Charms : Refining the Inner Blade


A dragonblooded who knows Refining the Inner Blade is never without a weapon. But there are times where normal weapons, even if they are effective against creatures of darkness, are simply not enough. Concentrating on the elemental fury that lie at the heart of their exaltation, the Dragonblooded can call forth a greater weapon; the Dragon's Fang.


Pulling forth a weapon from their heart or elemental anima, the dragonblooded wields an artifact weapon formed of her element.


The weapon created by this charm takes on the qualities of the weapon created by "Refining the Inner Blade"; gaining the benefits of the "Dragon-Graced Weapon" charm and is holy against Creatures of Darkness. The weapon lasts one scene or one battle, whichever ends first, crumbling into harmless elemental essence.


The cost of the summoned weapon is 4 motes per artifact dot. If summoning up paired weapons, such as paired short daiklaves or paired hooked daiklaves, the cost is the combined artifact cost.


The weapon is set when the charm is first learned. This charm may be learnt more than once, with different weapons summoned. The weapon has the traits and statistics of a basic jade artifact weapon, and does NOT possess any powers or abilities beyond listed in this charm, nor may it be a magitech weapon.


***


EDIT - accursed typo subject line is now fixed


EDIT - edited in the text of the "Piercing Heat of the Forest Fire"


- changed the text/cost of the "Refining the Dragon's Fang"
 
Deceptive Mirage of the Desert


If such a charm existed then every combat training program which involved dragon bloods as students, teachers or common enemies would include extensive familiarization. In order to be useful this charm must have a chance of fooling even somebody intimately familiar with it. I suggest perception + awarnes difficulty essence, auto success is a form of essence sight that tells you motes expended or charms used is also used. The exact display of the charm is highly variable so its repeated use doesn’t change the chance of being noticed.


Refining the Dragon's Fang


I am not shore wether dragon bloods should be getting scene length ag damage vs unholy weapon charms but that is another point.


I would ether lower the XP cost to get additional weapons to half the normal cost of the charm (versatility of weapon is not as useful as having the effect at all) and I would base the mote cost on the artifact value of the conjured weapon. Say 4 times the artifact value, with pared weapons you pay for the sum of there artifact values.


Another option would be to make this charm a permanent effect, whenever you use refining the inner blade you may pay some additional motes and the conjured weapon becomes holy.


Edward
 
Deceptive Mirage of the Desert reminds me of that lunar charm tree with the illusionary perfects. I think it uses unnatural mental influence. This is probably outside the range of the dragon blooded (as stated in their charm guildelines), but you could use natural mental influence as a mechanic.


Make the other guy burn willpower or use a perfect defense...


I like the charms.
 
Deceptive Mirage of the Desert
If such a charm existed then every combat training program which involved dragon bloods as students, teachers or common enemies would include extensive familiarization. In order to be useful this charm must have a chance of fooling even somebody intimately familiar with it. I suggest perception + awarnes difficulty essence, auto success is a form of essence sight that tells you motes expended or charms used is also used. The exact display of the charm is highly variable so its repeated use doesn’t change the chance of being noticed.


Refining the Dragon's Fang


I am not shore wether dragon bloods should be getting scene length ag damage vs unholy weapon charms but that is another point.


I would ether lower the XP cost to get additional weapons to half the normal cost of the charm (versatility of weapon is not as useful as having the effect at all) and I would base the mote cost on the artifact value of the conjured weapon. Say 4 times the artifact value, with pared weapons you pay for the sum of there artifact values.


Another option would be to make this charm a permanent effect, whenever you use refining the inner blade you may pay some additional motes and the conjured weapon becomes holy.


Edward
*coughs*


Erm... Refining the Inner Blade already has the Holy tag. This charm in effect is basically, allowing you to get an artifact weapon instead of a 'mortal' weapon as generated by Inner Blade. ^_^ ;


This higher end variant of Inner Blade (Dragon's Fang) could be worded better. I'll need to think on its wording.


The Mirage charm, yeah... it's a joke charm. It's generally useless if someone has seen -you- use it several times. Or they hear stories of how so and so Dragonblooded's super-massive charm/combo is actually wussy. But, if you deploy it with care, you can fool -most- people. Now weather, they'll spend essence to get a higher DV or perfect defense. That's THEIR judgement call. ^_^

Safim said:
Deceptive Mirage of the Desert reminds me of that lunar charm tree with the illusionary perfects. I think it uses unnatural mental influence. This is probably outside the range of the dragon blooded (as stated in their charm guildelines), but you could use natural mental influence as a mechanic.
Make the other guy burn willpower or use a perfect defense...


I like the charms.
Thank you, Safim, the DBs wish they had THAT kind of essence usage. Hmmm... I might think of some mechanic to represent fooling people beyond the whole defenders rolling something at X diff.
 
First, I really like these charms. I might even try and use some of them if I have to retire my current DB. Really cool.


I do have some questions/suggestions. (You'd be surprised if I didn't, wouldn't you? ;) )


First, thematically, I'm not sure if Dragon Graced Weapon might be a better pre-req for Fire and Smoke Theorem. Well, I know it would be for a Fire Aspect, not so sure about all the others. It's just that, when I was reading the charm, I was thinking Dragon Graced Weapon.


Second, Piercing Heat of the Forest Fire - does this reduce overall soak or just the soak gained from armor? You say soak in the charm but then say the heat bypasses armor. So does it reduce natural soak as well or just soak provided by armor?


Otherwise, very nice job.
 
Vanman said:
First, I really like these charms. I might even try and use some of them if I have to retire my current DB. Really cool.
I do have some questions/suggestions. (You'd be surprised if I didn't, wouldn't you? ;) )


First, thematically, I'm not sure if Dragon Graced Weapon might be a better pre-req for Fire and Smoke Theorem. Well, I know it would be for a Fire Aspect, not so sure about all the others. It's just that, when I was reading the charm, I was thinking Dragon Graced Weapon.


Second, Piercing Heat of the Forest Fire - does this reduce overall soak or just the soak gained from armor? You say soak in the charm but then say the heat bypasses armor. So does it reduce natural soak as well or just soak provided by armor?


Otherwise, very nice job.
Thanks! ^_^


Fire and Smoke Theorem has Blinding Spark Distraction as a requirement, and THAT charm has Dragon-Graced Weapon as a requirement. So, it's a little higher up the tree, but it's there. ^_^


Piercing heat of the Forest Fire... hmmm... I'm going to go... reduce nature soak as well... after all, the forest fire cares not if it roasts a man in armour or a fur-covered beast. Does it? ^_-
 
Haku said:
No. Thank you.

Haku said:
Fire and Smoke Theorem has Blinding Spark Distraction as a requirement, and THAT charm has Dragon-Graced Weapon as a requirement. So, it's a little higher up the tree, but it's there. ^_^
D'oh! Serves me right making a comment without having access to my books. Okay, that makes perfect sense.

Haku said:
Piercing heat of the Forest Fire... hmmm... I'm going to go... reduce nature soak as well... after all, the forest fire cares not if it roasts a man in armour or a fur-covered beast. Does it? ^_-
No, it doesn't. And I like reducing the natural soak as well. Makes the charm a bit more useful. Again, nice job.
 
Haku said:
*coughs*


Erm... Refining the Inner Blade already has the Holy tag. This charm in effect is basically, allowing you to get an artifact weapon instead of a 'mortal' weapon as generated by Inner Blade. ^_^ ;


This higher end variant of Inner Blade (Dragon's Fang) could be worded better. I'll need to think on its wording.
Well that’s what I get for not consulting my book first.


My comments about pricing stand,


Edward
 
Haku said:
*coughs*


Erm... Refining the Inner Blade already has the Holy tag. This charm in effect is basically, allowing you to get an artifact weapon instead of a 'mortal' weapon as generated by Inner Blade. ^_^ ;


This higher end variant of Inner Blade (Dragon's Fang) could be worded better. I'll need to think on its wording.
Well that’s what I get for not consulting my book first.


My comments about pricing stand,


Edward
Hmmm... the pricing does make sense, if it's 4 motes per artifact level. It'll still click out to 8 motes for most weapons...


I'll be working on them ^_^
 
Here are some more dragonblooded melee charms.


***


Cost :


Type :


Minimum Melee / Essence :


Keywords :


Duration :


Prerequiste Charms :


(Element) Flare Defense


Cost : 2 motes


Type : Reflexive (step 2)


Minimum Melee / Essence : 3 / 2


Keywords : Combo-Ok, Elemental, Obvious


Duration : Instant


Prerequiste Charms : Dragon-Graced Weapon


A burst of lava from the ground by a volcano, a flare of flames from a bed of coals, these are enough to force back those who wish not to be burnt. The dragonblooded who scrapes (gently) his weapon's edge or tip against the ground (or in the general direction of the ground in the case of smaller weapons or if they're far above the ground) as they bring their weapon to bear against attacks directed at them, will find that they can generate a wellspring of essence appropiate to their aspect that imposes between them and their attacker.


This charm allows a dragonblooded to negate penalties to his Parry DV against a single attack. This charm does not allow a dragonblooded to parry unblockable attacks.


Flight of the Fire Blossom


Cost : 5 motes and 1 willpower


Type : Simple


Minimum Melee / Essence : 5 / 4


Keywords : Obvious


Duration : Variable


Prerequiste Charms : (Element) Flare Defense, Any Melee Excellency


Upon the plains and in the forests, a single spark can cause great devastation as it leaps from leaf to leaf, tree to tree. A great inferno can be born from a single simple spark.


The dragonblooded can focus their essence into their weapon for a time, causing it to flare white hot before a fiery aura flares around the blade. This fiery aura is potent enough to set anything it touches on fire.


As the dragonblooded moves, tiny sparks will fly from the bonfire that surrounds their weapon, anything that is flammable around them (within 1 yard + weapon length) that is touched by the sparks will catch fire. Against opponents, the weapon does an additional 2L in damage.


This can quickly result in a bonfire around the dragonblooded and his opponents, please see pages 130 and 131 in the core book for rules on enviromental damage. This charm stays active for (Dragonblooded's Essence trait) actions or until the essence is released.


Flashfire Style


Cost : 1 mote


Type : Reflexive (Step 1, Step 2)


Minimum Melee / Essence : 2 / 1


Keywords : Combo-Basic, Obvious


Duration : Instant


Prerequiste Charms : None


Fires can start at any time where there is heat and fuel. The embers of fiery elemental essence within all dragonblooded means that they are never caught off guard without a weapon in hand, as they react faster than mortals.


This charm allows a dragonblooded to have a weapon instantly drawn and ready without a flurry or penalty to her DV. As long as the weapon being drawn is on her or within her reach, and does not belong to someone else or is attuned by anyone, it is valid for use by the dragonblooded. This includes improvised weapons.


Dancing Spark Meditation


Cost : 1+ mote


Type : Reflexive (Step 1)


Minimum Melee / Essence : 2 / 2


Keywords : Combo-Basic


Duration : Instant


Prerequiste Charms : None


From a bonfire, sparks will fly as they are wont to. Countless sparks can be birthed by a single bonfire. Taking this precept to heart, a dragonblooded gains the ability to strike more than is normally possible.


This charm allows the dragonblooded to increase his weapon's rate at a cost of 1 mote per additional attack. This charm only increases the rate of the weapon temporarily, it does not negate flurry penalties, nor does it provide additional attacks.


Countless Sparks Burning As One


Cost : 2 motes + 1 per ally


Type : Simple


Minimum Melee / Essence : 5 / 4


Keywords : Combo-Ok, Cooperation, Obvious


Duration : Instant


Prerequiste Charms : Threshing Floor Technique


Teamwork lies at the heart of the Dragonblooded strength. That many who are weak individually joining forces to bring down the individual stronger being was how the Yozi and their anathema servants were brought low by the Dragonblooded in ages past.


This charm allows the dragonblooded to join forces, as countless harmless sparks together can form an unstoppable blaze, this charm allows multiple dragonblooded to coordinate their attacks.


The dragonblooded who activates this charm makes a normal melee attack upon his opponent. As he charges his opponent, he is joined by his allies. For each ally backing him, his damage before extra successes is increased by 1. The dragonblooded can only call upon (Dragonblooded's Melee) allies.


Should multiple dragonblooded activate this charm at the same tick against the same target, the attacks enhanced with this charm can not be parried or dodged without the use of charms. That is, without the use of charms, the DV is automatically 0.
 
Damn, Haku, you're doing some really nice work here. I like all of these new ones.


Flight of the Fire Blossom is fine for Fire Aspects, but will it work for othere Aspects? Will a Water Aspect cause infernos around him? It might behoove you to come up with different effects for the different Aspects, much like Dragon Graced Weapon. I'm also assuming that, if a Fire Aspect combos it with Dragon Graced Weapon, the damage is now +6L?


I absolutely love Dancing Spark Meditation, but you might want to cap it by the character's Melee or Essence. Otherwise, you might get into the unlimited rate argument. Granted, people won't want to take on all the flurry penalties, but still. I do think there should be a cap, just in case. Besides, with Element Flare Defense, negatives to his Parry DV are negated, so, again, a cap is, I think, necessary.


Otherwise, once again, really nice work.
 
Definitely the nicest set of custom charms I have seen on the internet so far.


Plays in the same league as that awesome warstrider someone on the EC made back in the days.
 
Vanman said:
Damn, Haku, you're doing some really nice work here. I like all of these new ones.
Flight of the Fire Blossom is fine for Fire Aspects, but will it work for othere Aspects? Will a Water Aspect cause infernos around him? It might behoove you to come up with different effects for the different Aspects, much like Dragon Graced Weapon. I'm also assuming that, if a Fire Aspect combos it with Dragon Graced Weapon, the damage is now +6L?


I absolutely love Dancing Spark Meditation, but you might want to cap it by the character's Melee or Essence. Otherwise, you might get into the unlimited rate argument. Granted, people won't want to take on all the flurry penalties, but still. I do think there should be a cap, just in case. Besides, with Element Flare Defense, negatives to his Parry DV are negated, so, again, a cap is, I think, necessary.


Otherwise, once again, really nice work.
Thank you... ^_^


Well... given that the charms are designed for fire aspects in mind... I'm going to say that Flight of the Fire Blossom is going to work as is for all aspects. I'll work on a 'universal' type charm eventually thou.


All... you COULD get unlimited rate... if you had the essence for that. Lunars and Solars actually get charms that pop their rate to unlimited/infinite, the DBs have to pay from their supersmall mote pool for each +1 to their rate.


And pass a certain, is it really worth it?


To have a rate of 30, bearing in mind that you need a super-size mote pool to boost your die pool so you DON'T get a negative attack die pool? Or the fact that Element Flare Defense only protects you against -1- attack.


A DB would cry if they could pull that off.
 
Safim said:
Definitely the nicest set of custom charms I have seen on the internet so far.
Plays in the same league as that awesome warstrider someone on the EC made back in the days.
*laughs*


Well, I suppose it's a good thing that I'm rather bored at work between calls in.  :twisted:
 
Given how bored I am at work.


Does anyone want custom charms for 2e DBs? ie. a specific ability that they would like custom charms for?
 
Well, since there's only - what - five charms for Athletics? Some more Athletics charms would be kind of groovy. Maybe some that focus on acrobatic maneuvers rather than on pure movement, like most of the Athletics charms do at the moment.


Archery, Stealth and Awareness are abilities where I'd like to see some some more charms, if you're so inclined.


But that's just me.


:)
 
And I come once more... with 6 athletics charms.


If I'm really bored, I've got a few more non-movement charms in mind. Kind of. ^_^ ;


***


Flame Dances Upon Candle-Wick


Cost : 3 motes


Type : Simple


Minimum Athletics / Essence : 3 / 2


Keywords : Obvious


Duration : Scene


Prerequiste Charms : Any Athletics Excellency


Like a flame that flickers and dances upon a candle-wick, the dragonblooded may automatically succeed on any valid athletics action to keep her balance. The dragonblooded is allowed by virtue of this charm to keep her footing upon any and all surfaces capable of bearing the weight of a flame.


She treats the blade-thin edge of a single piece of paper as a three-foot wide platform capable of supporting her weight when determining what movement and athletic actions she can take and what penalties may apply.


Leaf bears the Flame


Cost : 1+ motes


Type : Supplemental


Minimum Athletics / Essence : 4 / 2


Keywords : Cooperative


Duration : Scene


Prerequiste Charms : Flame Dances Upon Candle-Wick


Imparting his essence into the objects that she carries, the dragonblooded can infuse a portion of the essence of fire into it, lightening its weight.


For each mote spend, the dragonblooded may increase the maximum weight that he can lift as per the Feats of Strength table on page 127 of the Exalted corebook. The maximum amount of motes that he may spend is (Dragonblooded's stamina).


Multiple dragonblooded can activate this charm together to lift objects of immense size and weight. One dragonblooded serves as the focus of the charm (typically the one who possesses the highest strength + athletics score or highest stamina trait) with her (strength + athletics) serving as the base maximum limit before factoring in the assistant bonus as per Feats of Strength on page 127 of the Exalted corebook or the bonus that comes from the charm. The maximum number of dragonblooded that can cooperate towards this charm is equal to the focussing dragonblooded's (stamina).


The maximum amount of the total motes that can be spend by all of the dragonblooded cooperating is equal to the focussing Dragonblooded's (Stamina + Essence). Every mote spend by any of the dragonblooded counts towards the maximum allowed by the charm.


Effortless Jumping of Sparks


Cost : 4 motes


Type : Simple


Minimum Athletics / Essence : 4 / 2


Keywords : Combo-Basic, Obvious


Duration : Scene


Prerequiste Charms : Flame Dances Upon Candle-Wick, Bellows Pumping Stride


Like sparks that jump effortless from leaf to leaf, tree to tree in a forest fire, a dragonblooded can call upon that innate essence of fire to lighten his weight as he jumps. Leaving a tiny trail of sparks from where he jumps off of, the dragonblooded can jump to and from any surface within his reach.


In any tick, the dragonblooded may freely jump to and from any surface as a reflexive miscellenious action that is speed 1. This includes walls, and ceilings. The dragonblooded's jumps are all considered to be horizontal for maximum distance. The dragonblooded will still need to flurry if they wish to do anything else while jumping.


Meteor Riding Style


Cost : 6 motes and 1 willpower


Type : Reflexive


Minimum Athletics / Essence : 4 / 2


Keywords : Combo-basic, Obvious


Duration : Variable


Prerequiste Charms : Falling Star Maneuver, Flame Dances Upon Candle-Wick


A leaf consumed by flames fall to the ground, it is the only thing harmed, the flames will merely spread from where the leaf has fallen. A dragonblooded who has learnt this charm takes this knowledge and uses his essence to ride an object that he is able to push off against, in effect jumping off, at the very last instant. The object that he pushes off takes the damage of crashing to the ground, while the prince of the Earth is unharmed.


As soon as a dragonblooded is falling, he may activate this charm if he has something to 'ride' on, a shield, his daiklave, a human-sized opponent. Flames will form around the dragonblooded and his 'ride'. The dragonblooded needs to stay on top of his 'ride', in the case of an opponent, this may require a successful clinch control roll.


At the very last instant before impacting the ground, the dragonblooded pushes his 'ride' to the ground, 'jumping up' to land safely. The 'ride' then takes full damage from impacting the ground, while the dragonblooded is unharmed and ready for action.


Pressure Breaking Point


Cost : 3+ motes


Type : Simple


Minimum Athletics / Essence : 5 / 3


Keywords : Combo-Ok, Elemental, Obvious, Touch


Duration : Variable


Prerequiste Charms : Leaf bears the Flame


Any child can speak of the destructive nature of the elements. From storm-winds and lightning striking down ships and trees, to landslides and earthquakes that bury homes, to fires that raze all before it, to the countless rain drops that erode mountains to boulders, to creepers and trees that consume villages and cities if not driven back. All these are well-known, as is this charm allows the dragonblooded to pit the fury of the elements against a single object.


Activating this charm, the dragonblooded touches the object before him. Concentrating, he lets his essence seep into the object, seeking out its week points before flooding said weak points with his essence. As more and more elemental essence is fed into the object, it appears to be buffed by the appropiate element of the dragonblooded's aspect, before eventually breaking down as if destroyed by the appropiate element.


Mechanically, the dragonblooded does his essence in damage against the object every action. The object is unable to soak the damage. At essence 5, the dragonblooded may reduce the duration of the charm, by spending 2 motes per action reduced. Down to needing nothing but a light tap against an opject to make it explode in elemental fury.


Despite what certain people may think, this charm does not work against animate beings, nor does it work against objects of the five magical metals or various first age alloys.


Flight of the Elements


Cost : 5 motes and 1 willpower


Type : Simple


Minimum Athletics / Essence : 5 / 4


Keywords : Obvious


Duration : Scene


Prerequiste Charms : Dancing Ember Stride, Effortless Jumping of Sparks


The elements of Creation have at one time or another being borne on the winds. Meditating on this fact, the dragonblooded flares his essence and becomes like his aspect's element in gaining the freedom of the skies.


This charm allows the dragonblooded to glide on the wind, complietely defying the call of gravity. As long as he doesn't think about the hold of gravity on his person, he'll continue to be weightless. This does not mean he may fly as he wishes, for he depends on the good nature of the winds. And more importantly upon the good will of the spirits and elementals that control the winds.


Because he depends on the wind for his flight, his aerial maneuverability is poor and he suffers an internal penalty of 2 die to all combat actions, be they ground targets or airborne.


Touching the ground ends the effect of this charm as the dragoonblooded is grounded by the essence of the earth.
 
I hate to sound like a broken record here, Haku, but, again, excellent job. Now my questions.   :)


First, I'm not sure Flame Dances Upon Candle-Wick isn't under costed. 3 Motes for a scene long charm that allows you to automatcially succeed on any Athletics roll to keep your balance? That's a pretty cheap scene long, and the uses could be multitudinous. Particularlly since its only prerequisite is an Athletics Excellency. If you don't want to increase the mote cost, perhaps a Willpower? Others may feel differently, but I think it may be a bit too cheap for its effects.


Second, Meteor Riding Style. You say if riding an opponent, a successful clinch roll is needed. Why a clinch roll? Why not an Athletics roll? You're not trying to maintain a grip, you're trying to stay on top of the body. And could this be used in conjunction with Flame Dances Upon Candle-Wick? I mean, it's the ultimate surface to try and maintain balance on. It seems this combo could work out. Or is that why you made it a clinch roll? :) The clinch roll just doesn't seem right to me. But. again, that's just me.


Lastly, Pressure Breaking Point. You say that it can't be used against animate beings, are you talking about the being itself or the being and anything held by the being? In other words, can you affect possessions an animate being is holding? Could an Essence 5 DB tap an opponent's armor and explode it? And if so, would there be damage or would it  be minimal, only affecting the object itself?


Otherwise, an exemplary job. I wish I had one quarter of the charm writing ability you do. Unfortunately, I pretty much suck at custom charms. I'm jealous.  :? I do appreciate the effort, though. Nice work all around.
 
Vanman said:
I hate to sound like a broken record here, Haku, but, again, excellent job. Now my questions.   :)
Thanks! ^_^

Vanman said:
First, I'm not sure Flame Dances Upon Candle-Wick isn't under costed. 3 Motes for a scene long charm that allows you to automatcially succeed on any Athletics roll to keep your balance? That's a pretty cheap scene long, and the uses could be multitudinous. Particularlly since its only prerequisite is an Athletics Excellency. If you don't want to increase the mote cost, perhaps a Willpower? Others may feel differently, but I think it may be a bit too cheap for its effects.
Hmmm... given that this is basically a port of Flawless Balance Discipline from Aspect Book fire... down to cost and minimums. Well... I did give it a charm pre-requisite instead of a none. And a text change to reflect 2e elementalness. ^_^ ;


Yes, I know that DBs with graceful crane stance might seem odd, but it's not that powerful. Beyond having DBs dancing upon on treetops exchanging sword blows ^_^

Vanman said:
Second, Meteor Riding Style. You say if riding an opponent, a successful clinch roll is needed. Why a clinch roll? Why not an Athletics roll? You're not trying to maintain a grip, you're trying to stay on top of the body. And could this be used in conjunction with Flame Dances Upon Candle-Wick? I mean, it's the ultimate surface to try and maintain balance on. It seems this combo could work out. Or is that why you made it a clinch roll? :) The clinch roll just doesn't seem right to me. But. again, that's just me.
Oh, the clinch roll isn't just to stay on top, it's to make sure the 'ride' doesn't break free or do funny stuff like twist and turn. And yes, I made it a clinch because athletics seem odd to me, to keep a grip on someone who likely could be fighting to break free. Also FDUCW would be a too cheap a charm to maintain a hold. ^_^ ;

Vanman said:
Lastly, Pressure Breaking Point. You say that it can't be used against animate beings, are you talking about the being itself or the being and anything held by the being? In other words, can you affect possessions an animate being is holding? Could an Essence 5 DB tap an opponent's armor and explode it? And if so, would there be damage or would it  be minimal, only affecting the object itself?
animate beings = living beings or automata or spirits and so on.


And yes, you could attack a mundane armour and make it explode. But it'd only affect the armour.

Vanman said:
Otherwise, an exemplary job. I wish I had one quarter of the charm writing ability you do. Unfortunately, I pretty much suck at custom charms. I'm jealous.  :? I do appreciate the effort, though. Nice work all around.
Thanks again. ^_^
 
Armor, clothes, weapon. Eh, skip weapon, the clothes are more fun...one article at a time. ;) Though that's more for either spar or when you've already won the fight and are showing off.
 
Armor' date=' clothes, weapon. Eh, skip weapon, the clothes are more fun...one article at a time. ;) Though that's more for either spar or when you've already won the fight and are showing off.[/quote']
That's an interesting thought... especially given that clothing don't have healthlevels. As far as I know... so... no matter how you go about it... it'd likely only take 1 action.


:twisted:
 
Haku said:
Pressure Breaking Point
Cost : 3+ motes


Type : Simple


Minimum Athletics / Essence : 5 / 3


Keywords : Combo-Ok, Elemental, Obvious, Touch


Duration : Variable


Prerequiste Charms : Leaf bears the Flame


Any child can speak of the destructive nature of the elements. From storm-winds and lightning striking down ships and trees, to landslides and earthquakes that bury homes, to fires that raze all before it, to the countless rain drops that erode mountains to boulders, to creepers and trees that consume villages and cities if not driven back. All these are well-known, as is this charm allows the dragonblooded to pit the fury of the elements against a single object.


Activating this charm, the dragonblooded touches the object before him. Concentrating, he lets his essence seep into the object, seeking out its week points before flooding said weak points with his essence. As more and more elemental essence is fed into the object, it appears to be buffed by the appropiate element of the dragonblooded's aspect, before eventually breaking down as if destroyed by the appropiate element.


Mechanically, the dragonblooded does his essence in damage against the object every action. The object is unable to soak the damage. At essence 5, the dragonblooded may reduce the duration of the charm, by spending 2 motes per action reduced. Down to needing nothing but a light tap against an opject to make it explode in elemental fury.


Despite what certain people may think, this charm does not work against animate beings, nor does it work against objects of the five magical metals or various first age alloys.
Just curious...was the inspiration for this one Ranma 1/2? n.- God it's been ages since I've watched/read that one...
 

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