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.
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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"
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"