Custom Dragonblooded Charms

Did some archery charms... not quite happy with all of them. And still thinking of the 'earth' branch for the 5 element offshoots of Dragon-Graced Arrow. ^_^ ;


Oh and I get to go home from work now... ^_^


***


Petals upon strong winds


Cost : 1+ motes


Type : Supplemental


Minimum Archery / Essence : 3 / 2


Keywords : Combo-Basic


Duration : Instant


Prerequiste Charms : Any Archery Excellency


A petal upon a strong wind can fly far and fast. With essence, the shot of a dragonblooded may fly further and faster than normal. While she is unable to match an anathema, the dragonblooded's shots will still ring straight and true.


This charm allows a dragonblooded to remove range penalties to a single archery attack at a cost of 1 mote per increment. It does not increase the maximum range of the attack, nor does it negate any other penalties.


Fallen Tree Method


Cost : 2 motes


Type : Supplemental


Minimum Archery / Essence : 3 / 2


Keywords : Combo-Ok


Duration : Instant


Prerequiste Charms : Any Archery Excellency


The weight of a tree that falls at the height of its life can not be understated. An archery attack enhanced with this charm is of such might that it can bring even behenmoths to their knees.


The attack enhanced with this charm forces the target successfully hit to reflexively roll (stamina + resistance) at a difficulty equal to the (Twice the Dragonblooded's Essence, up to a maximum difficulty of 10).


Frozen Heart Bane


Cost : 3 motes


Type : Simple


Minimum Archery / Essence : 4 / 2


Keywords : Combo-Basic, Obvious


Duration : Instant


Prerequiste Charms : Dragon-Graced Arrow


In the distant north, there exists a blossom known as the Nymph's Blood. Exquisite in beauty, so as to best lure in those who enjoy its scent. The blossom of this northern plant is a brilliant crimson. For, you see, it feeds on the heart's blood of those who enjoy its fragrence as rest and relax, unheeding of the elements.


Only the most cruel and heartless of dragonblooded can bear to master this charm, for around the arrow that they send forth, a phanton of the Nymph's Blood in full bloom is conjured. Should the arrow strike a living being, the roots of these phantom plant barrows into the essence of the target and drinks deeply.


The target loses (dragonblooded's essence trait) motes for each arrow so enhanced that strikes them. The motes taken are from the peripheral pool first, then personal. If the target has no more motes, then 1 temporary willpower is converted to 10 motes for the consumption of this charm.


Fiery Blossoms


Cost : 2 motes


Type : Simple


Minimum Archery / Essence : 4 / 3


Keywords : Combo-Ok, Obvious


Duration : Instant


Prerequiste Charms : Dragon-Graced Arrow


In raging forest fires, fallen blossoms caught a flame advance the spread of the forest fire. With the knowledge that beauty can bring devastation, the dragonblooded breaths in and releases his attack with his breath, a halo of flames surrounding it.


A contrail of flames blaze after the attack ignited by the fiery breath of the dragonblooded. Lighting a path with flammable substances igniting, the attack explodes in a fiery blossom as it strikes the target.


The attack does area damage, spreading outwards to a radius of (Dragonblooded's essence trait) yards. Anything flammable in the path of the bolt and in the radius of the attack catches fire (taking normal enviromental damage from being in a bonfire). Everyone in the radius of the attack must have a DV higher than the attack to avoid the area effect.


Shining Aqua Illusion


Cost : 4 motes and 1 willpower


Type : Simple


Minimum Archery / Essence : 4 / 3


Keywords : Combo-Ok, Obvious


Duration : Variable


Prerequiste Charms : Dragon-Graced Arrow


In the distance west, where land is but a faint memory, there lies an area of the western seas where it is said that Daana'd cultivated an immense garden of water lilies. To protect the lilies from the harsh light of the sun, the Immaculate Dragon of water raised a mist that reflected the sun's light back at it, to beguile it to lessen its radiance.


The dragonblooded who masters this charm may call upon the a faint shadow of this mist. Successfully hitting a target with her arrow, she traps her prey with a potent fog with a radius of (Dragonblooded's essence trait) yards. The fog lasts until the dragonblooded's next action or attack. Until it subsides, her opponent is at a -2 external penalty to fight anyone or anything outside of the fog, this includes attacks and defenses.


Razor-leaf Attack


Cost : 4 motes


Type : Supplemental


Minimum Archery / Essence : 4 / 3


Keywords : Combo-Ok, Obvious


Duration : Instant


Prerequiste Charms : Dragon-Graced Arrow


In the distant east, near the elemental pole of wood, there are woods where it is dangerous to stand beneath the trees. For the leaves that spiral to the ground have been fortified by the green jade that lie at the roots of the trees. These leaves can shred flesh and bone as easily as air.


Invoking the power of these razor-leaves, the dragonblooded's attack is surrounded by a halo of leaves that cut at armour and flesh, doing additional damage.


The dragonblooded's attack does an additional 3 die of lethal damage and is considered piercing against non-magical armour. If used in conjunction with an effect or weapon that is piercing, the soak is reduced to 3/4.


Sting of the Wasp


Cost : 5 motes, 1 willpower


Type : Simple (speed 4)


Minimum Archery / Essence : 5 / 3


Keywords : Obvious


Duration : Instant


Prerequiste Charms : Fallen Tree Method


The ichneumon wasps are no laughing matter, not in the east where they can easily prove to be the death of those that they strike. Channeling essence in such a way as to mimic the speed and fury of an ichneumon wasp's stinging attack, the dragonblooded's bolt flies so fast that it requires charms to defend against it.


The dragonblooded's target must use a charm to enhance his parry or dodge DV or it automatically becomes 0. With the use of any defensive charm, the effects of "Sting of the Wasp" is negated.


Flight of a thousand Dandelions


Cost : 5 motes


Type : Simple (speed 5)


Minimum Archery / Essence : 5 / 4


Keywords : Combo-Ok, Cooperative, Obvious


Duration : One Action


Prerequiste Charms : Unobstructed Hunter's Aim, Sting of the Wasp


The warm days of the year see dandelions growing by the thousands in various open fields. With a gust of wind, their seeds fly to the heavens, held aloft by the winds. Before they land.


Studying the dandelion and how their seeds fly, the dragonblooded sends his bolts high into the heavens when they hang in the air before striking down moments later when the dragonblooded sends more of their kind to fly with it.


The dragonblooded's attack is send up into the air where they are suspended til the dragonblooded's next action or attack, whichever comes first. If the dragonblooded is disabled or killed, the attack falls harmlessly to the ground.


The attack is calculated normally when the dragonblooded's next action or attack occurs. The target may defend as normally, but is subject to onslaught rules.


When multiple dragonblooded activate the charm at the same time, a single dragonblooded (typically the one with the highest Essence or highest Dexterity + Archery) serves as the focus of the charm.


The group attack is rolled with the focus' (Dexterity + Archery) and gains an accuracy bonus equal to the number of dragonblooded in the group. The maximum number of dragonblooded that can be in such a group effect is equal to the focus' Essence trait.
 
Don't know how I missed the Archery Charms, but I did.


:-(


Okay, did you finish the text for Fallen Tree Method? The attack enhanced with this charm forces the target successfully hit to reflexively roll (Stamina + Resistance) or what? What does it do if they fail the roll? Or if they succeed?


Flight of a Thousand Dandelions - I'm not quite sure of the point of this Charm. If the DB can hold the arrows there until a time of his choosing, then I could definitely see the point. But it just looks like this delays the attack for one action? Is the onslaught penalty the only thing you gain? Or is there something missing? Ah. Or is it meant to be used with an additional attack with the character's next action? If that's the case, that makes a bit more sense. But it might be cool if you can keep a couple of volleys hanging around......


Need I say nice work? Yes? Okay. Excellent work. As always.
 
Ah heh... sorry, Vanman for not replying to this... for... forever. ^_^ ;


And yes, basically that charm would force the target to roll to avoid being knocked down or knocked back (for damatic purposes).


Thousand Dandelions allow a DB to stack a single attack in the air til tenext atcion.. BUT... -multiple- DBs using this at once, sending tons of atrows up into the air, and the next turn coordinate th attack again so that they all hit as one... you're looking at potentially doubling the attacks you can spam someone with.
 
'Salright. I didn't give you my thoughts until a month after you posted the Archery charms, so I can understand why you didn't respond.


Thanks for the clarification on Fallen Tree Method. And I see your point with Flight of a Thousand Dandelions. Very effective. Another question, though. Is the attack roll made when Thousand Dandelions is used, or is it made when the attack is actually carried out on the following round? The reason I ask is can Terrestrial Archery Reinforcement be used with it? If the attack roll is made the same round Thousand Dandelions is used, then it can't be used, because they're both Simple charms. But if the attack roll is made the next round, it could, conceivably, be used.


One more question - I'm assuming Excellencies used for DV enhancement are considered defensive charms, yes? So using an Excellency against this charm would render it null and void. Is this correct?


Again, thanks for the response. No matter how delayed it was.


;-)
 
A) Terrestrial Reinforcement is a Scene Long charm. If you could use it to enhance someone for this first, it doesn't matter much that they are both simple charms.


B) Note that all characters using Flight of a Thousand Dandelion require a 5 Archery. This makes using Terrestrial Reinforcement on them somewhat limited in effect, as it can only improve their Archery to the Archery ability of the user. Further, the team effect requires only the leader to roll, making it serve little purpose anyhow, seeing as Terrestrial Reinforcement used on the best Archer isn't going to have any effect.
 
Athletics Charms


Flicking dance of Embers


Cost : 2 motes


Type : Supplimental


Duration : Instant


Keywords : Combo-Okay


Minimums : Athletics 3, Essence 2


Requires : Any Athletics Excellency


A thousand embers dance where there are fires, their movement swifter than the eye. Nothing can slow them down.


With this charm, the dragonblooded emulates the speed of the embers in their movements. When performing a flurry of actions, the dragonblooded may use the charm to reduce a flurry's internal die-penalty for a single action, up to a total of (essence) die.


The charm does not create actions, nor does it allow the dragonblooded to have more actions in his flurry than the rate he currently has for said action(s). This charm does not increase a dragonblooded's die-pool for non-flurries or the purposes of die-adding limits, it merely reduces internal die-penalties for flurries.


This Charm is explicitly allowed in Combos with Charms of other Abilities.


Blazing speed of Sparks


Cost : 3 motes


Type : reflexive (step 1, step 2)


Duration : Instant


Keywords : Combo-basic, Obvious


Minimums : Athletics 4, Essence 2


Requires : Flicking dance of Embers


Sparks and embers dance and gambol, none may restrain them nor imped them. As they move, their speed can not be denied. But with the aid of the essence, they can move even faster. Til they appear to be nothing but blazing arcs of light.


Charging her body with the essence of fire, the dragonblooded may move faster. The speed of a single miscellanious action is reduced to 3 from 5 with the use of this charm. Upon attaining greater understanding of the nature of the fire dragon and mastery of his essence (Athletics 5, Essence 4), the dragonblooded may make a miscellanious action at speed 1 with an additional cost of 2 motes. This enhancement is for miscellanious actions only and may not be used for attacks, and may not be further adjusted with other charms, artifacts, or spells.


This Charm is explicitly allowed in Combos with Charms of other Abilities.


Invigorating Strength of Heat


Cost : 2 motes per person


Type : Simple


Duration : Scene


Keywords : Combo-Okay, Obvious, Touch


Minimums : Athletics 3, Essence 2


Requires : Any Athletics Excellency


Those who have inbib far too much alchohol gain the sensation of heat and warmth in their bodies, and with that heated essence that they can do anything, that they are stronger, more agile. This isn't true. But for the dragonblooded who have unlocked the essence of fire within their body, they find that they are faster and stronger. The heated essence invigorates them, gives their muscle more power.


Glowing with a crimson radiance as this charm is involved, the dragonblooded adds one dot to his strength and dexterity for the rest of the scene. For an additional two motes per person, the dragonblooded may enhance up to a number of additional people up to his essence.


Thrown Charms


Slipstream Meditation


Cost : 1 mote per weapon


Type : Extra Action


Duration : Instant


Keywords : Combo-Okay, Obvious


Minimums : Thrown 3, Essence 2


Requires : Persistent Hornet Attack


When a bird flies fast and high, the air splits around it before reforming behind it. If another bird were to trail closely behind the first one, it spends less energy fighting the wind. The dragonblooded who takes this lesson to heart knows how to twist the essence of air just so, so that he may throw a second weapon after the first and it strikes just as hard with the same effort.


Spending 1 mote per weapon thrown, the dragonblooded may attack the same target multiple times at his full die pool with no penalty from the flurry. While the dragonblooded may exceed the rate on his weapon(s) when attacking, the maximum number of attacks he may essay is equal to his essence trait.


Vindictive Wasp Swarm Attack


Cost : 3 motes


Type : Supplemental


Duration : variable


Keywords : Combo-Okay, Obvious


Minimums : Thrown 4, Essence 3


Requires : Persistent Hornet Attack


A deadlier variant of the persistent hornet attack charm, the vindictive wasp swarm attack shows the dreadful power of air aspects' control over the their throwing weapons. Infusing their weapon with their essence, the dragonblooded throws their weapon into the air, where it hangs silently like a wasp.


A silent and lethal threat that the dragonblooded may call upon at any tick that he can act or attack on. With but a thought, the weapon flies straight at the heart of the dragonblooded's opponent.


When activating this charm, the target must be declared, and may not be changed. The dragonblooded may cancel the effect of the charm with no side effects. The weapon may also be knocked down from the air by the target or others at a difficulty equal to (the dragonblooded's essence), doing so ends the effect of any charm(s) on that weapon.


The attack roll (Perception + Thrown + normal die modifiers) is made at the moment of the attack being triggered and not when the charm is used. If the attack is enhanced by a combo or by other reflexive charms, they must be declared upon the activation of the charm, and the cost of the other charms are spent at that time and not committed along with the "Vindictive Wasp Swarm Attack" charm.


If the "loyal weapon" charm is comboed with this charm, the effect of said charm is triggered after the attack is resolved.
 
Your work continues to be exemplary.


I wasn't sure about the cost of Slipstream Meditation - 4 motes for only one extra attack seemed a bit high. Then I looked at the DB charms and there aren't very many Extra Action charms. And most of those charms are MA charms. So I think the cost is justified now. Love the Athletics charms. Nice work.
 
Yeah... DBs in 2e kind of got gimped towards extra action charms... 1e was slightly beter... 1e Archery extra action charm is positively lethal for its cost.
 
Hmmm... been talking to a friend who pointed out that using the melee extra action along with the 5 dragon style extra action charms as a guide line isn't the best of things... not when there is an archery extra action charm...


How I missed that one, I don't know...  :oops:


But am lowering the cost and upping number of attacks possible.
 
Yeah, somehow I missed that one too. And I searched the pdf I have for Extra Action and still missed it. As you say...... :oops:


The fix looks more in line with what I was thinking. Nice one.
 
Coming soon... more terresterial charms, but now a preview. ^_^


The final product may have changes that may invalidate the preview. ^_^


Imperial Crab Style


It is said that on the Blessed Isle, in little coves and bays that there are giant crabs that are found nowhere else within all of Creation. And perhaps nowhere else outside of Creation, save for those few that are brought to Yu-Shan as pets or to be kept for feasts by Sidereals who grew up in the Realm.


These crabs are large, and possessing a golden crimson hue to their spikey shells, thus earning them the moniker of Imperial Crabs. It is said that this style when it was presented to the Scarlet Empress during a martial arts tournament that she, herself, hosted brought an amused smile to her face. The user of the style, and later champanion of that tournament, was feted by the Empress to a feast themed after that expensive and rare crab.


Style Weapons and Armours


- Short Swords (Short Daiklaves), typically used in pairs


- Hammers, Maces, Sledges (Goremauls)


- Razor Harness (Bloodspike Harness)


- Allows all armour to be worn while using charms


Complementary Abilities


- None required, but students typically develop their resistence, survival (swimming) to surprising levels


"Who can defeat a student of the Imperial Crab Style? Their strikes are as lethal as the tides! Their bodies as unyielding as the Imperial Mountain! Truly, they are invincible!"
 
I'm assuming it's a Terrestrial Style. I know it's obvious, but I just had to make sure. And that's an awful lot of form weapons, especially for a Terrestrial Style. I mean, that's 5 form weapons. I'm not that familiar with all the martial arts styles, but I'm pretty sure most have at most two form weapons. Perhaps if there are different trees the practitioner can go down, that might be reasonable. But, at the risk of beating a dead horse, 5 form weapons......is a lot.


Does sound interesting, though. Looking forward to the write up.
 
actually it comes down to shortswords, hammers (they just have all those variants), and razor harness. So it's 3 weapons.


And yes, it's a terresterial style.
 
I'm with Vanman.


I'd drop the Hammers, Maces and Sledges (Goremauls)


They don't seem to be appropriate for a Crab-like weapon.


Maybe you could add in a spiked sword as the specialty weapon, at most.
 
:shock:


PLEASE tell me you're not using a Pokemon as inspiration for this martial art!


I may have to revise my thoughts on the whole shebang.


:-P
 
I'm not... but it was an amusing image in response to claws and hammers.  :twisted:
 
Haku said:
BLASPHEMY?
THIS. IS. EXALTED!


*punts Ker'ion into a well*  :twisted:
I'm coming out of the Well and shoving a purified bottle of Contaigion down your thraot! :evil:
 

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