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Resistance

Crystallize

Crystallize is a special form of defense available only to Dragon-Blooded. When a character uses it, he briefly transmutes into his native element, absorbing an attack completely (in the case of Earth, Water, and Wood), or allowing the attack to pass through his body harmlessly (in the case of Air and Fire). This form of defense was first developed and used by Earth Aspects, hence its name. Without a stunt, crystallize cannot be used against attacks with no physical component.

The formula for determining a character's Crystallize DV or CDV is ([Resistance] + [Stamina] + [Essence])/2.

The successful use of crystallize as a defense negates an attack, exactly as though a character had used Parry or Dodge.

Crystallize is similar to Dodge, and an attack that is undodgeable also penetrates this form of defense.


Editing History

20/04/12 - Changed [Element]-Body Bulwark to reflect new rules, more changes may be pending post a playtest. Changed Shield of [Element] to reflect new rules/balance. Nerf to Unbreakable Body of [Element]. Format and clarity edits, as always.

22/04/12 - Removed prerequisites from Impervious Skin of [Element] Technique.

Earth Charms -- Resistance

[Element]-Body Bulwark
Cost: --
Minimums: Resistance ●, Essence ●
Type: Permanent
Action: None
Keywords: Elemental, Stackable
Duration: Permanent
Prerequisites: None

This Charm bolsters and enhances a Dragon-Blooded's ability to endure punishment and injury. A Dragon-Blooded may buy this Charm a number of times equal to his [Resistance]. What bonuses he gains are dependent upon his Aspect.

Air grants (-0/-1) additional health levels, and increases the difficulty of targeting the character with sorcery, Shaping effects, and Sorcerous Charms by 1. Earth grants (-2/-2/-2/-2/Dying) additional health levels and +1B/+1L/+H. Fire grants (-1/-2/-2) additional health levels, a two yard bonus to the character's Move and Dash speed, and a 1 yard bonus to the character's jumping distance. Water grants (-1/-2) additional health levels and +2B/+1L/+1A soak. Wood grants (-1/-1) additional health levels and multiples the character's healing rate by his [Resistance + Wood-Body Bulwark Purchases].

Strength of [Element] Technique
Cost: 2m per person
Minimums: Resistance ●●, Essence ●
Type: Simple
Action: Standard
Keywords: Elemental, Harmonious, Dynasty, Touch
Duration: One Scene
Prerequisites: None

This Charm allows the character to draw strength directly from his native element. The character concentrates briefly on the pure might of the Elemental Dragons, and gains bonuses based on the element invoked. Air grants a dot of Dexterity and Wits. Earth grants a dot of Strength and Stamina. Fire grants a dot of Dexterity and Charisma. Water grants a bonus to two Attributes of the character's choice. Wood grants a dot of Stamina and Appearance. The effects of this Charm can be extended to others by touching them and spending 2 motes of essence. A target who is a blood relative (or a unit made up entirely of blood relatives) costs only 1 mote to enchant.

Bonuses granted by this Charm do not count against the number of dice a character can add through Excellencies. While character may benefit from more one application of this Charm at a time, he cannot increase any Attribute by more then 1.

At Essence 3+, each 2m spend affects one Magnitude, instead of one person.

[Obstacle] Toppling Method
Cost: 3m
Minimums: Resistance ●●, Essence ●●
Type: Supplemental
Action: None
Keywords: Harmonious, Sea (Water)
Duration: One Action
Prerequisites: Strength of [Element] Technique

This Charm draws on the power of the elements in order to allow the Dragon-Blooded to briefly perform feats of superhuman prowess, even by the measure of the Exalted.

Air increases the character's Intelligence by five for the purposes of making Linguistics, Lore or Occult-based rolls. Earth increases the character's Strength by five for the purposes of lifting or handling stone or earthen objects. This increased Strength applies to jade and jade-alloy weapons. Fire increases the character's Dexterity by five for the purpose of Athletics and Dodge-based rolls. Water increases any Attribute by 5, but has the Sea Keyword. Wood increases the character's Intelligence by five for the purposes of Medicine and Survival-based rolls.

The bonuses granted by this Charm do not count against the number of dice a character can add through Excellencies.

Impervious Skin of [Element] Meditation
Cost: 1m per 2L/2B
Minimums: Resistance ●●, Essence ●●
Type: Simple
Action: Swift
Keywords: Elemental, Intrinsic, Obvious
Duration: One Scene
Prerequisites: None

This Charm allows a character to protect himself by donning the impervious raiment of his elemental Aspect. Each mote spent grants 2B/2L soak, and a character can spend a total number of motes equal to his [Resistance]. Additionally, the armor gains a secondary elemental effect.

Air surrounds the character with swirling winds, increasing the difficulty of ranged attacks that target the Dragon-Blooded by his [Essence]. Earth hardens the character's skin, providing an additional +8B/+4L soak. Fire surrounds the character with choking ash and embers, increasing the difficulty of hand-to-hand attacks that target the character by his [Essence]. Water softens an opponents blows, reducing the raw damage of all attacks by 2. Wood surrounds the character with poisonous pollen and spores, imposing a -2 penalty on all actions if an opponent is within [Essence] yards of the Exalt.

This Charm is compatible with armor.

Shield of [Element]
Cost: 3+m
Minimums: Resistance ●●●●, Essence ●●●
Type: Reflexive
Action: Reflexive
Keywords: Counterattack (Fire), Elemental, Harmonious, Intrinsic, Obvious
Duration: One Scene
Prerequisites: Impervious Skin of [Element] Meditation

This Charm surrounds the character with brilliant coils of lighting, orbiting fragments of gemstones, swirling gusts of flame, or some other elemental display appropriate to his Aspect. These emanations act as a shield (though they do not require a free hand) and are considered an equipment bonus to DV. They will attempt to interpose themselves between all attacks, granting the character a Defense bonus equal to his [Resistance]. Each successful attack scatters and damages the gathered essence, and the shield can endure only [Resistance + Essence] attacks before it is completely destroyed.

In addition to the effects described above, the shield provides additional protection depending on its element. Air shields surround the character completely, and while the shield holds, all attacks are considered frontal. Earth shields are exceptionally resilient, and have twice the normal number of 'charges'. Fire shields release a gout of flame when struck, dealing 4L damage to an attacker as an unblockable, undodgeable counterattack. Water absorbs and dissipates blows, reducing the post-soak damage of all attacks by 1. Wood roots the character in place, removing the Knockback keyword from all attacks. Additional elemental effects beyond the first cost 1m.

[Element] Body Meditation
Cost: 2m
Minimums: Resistance ●●●●, Essence ●●●
Type: Reflexive
Action: Reflexive
Keywords: Counterattack (Fire), Elemental, Harmonious, Obvious
Duration: Instant
Prerequisites: Impervious Skin of [Element] Meditation

This Charm that expands and improves a character's ability to crystallize, adding additional elemental effects to a defensive attempt. This Charm can be activated even if the character fails to defend. Air allows the character to make a flying leap that carries him [Essence x 5] yards, breaking most flurries. During this leap, the character is not entirely solid and can pass through grates and bars. Earth increases all of the character's soak values by his [Resistance] until his next action and removes any Crippling Keyword effects from the attack. Fire deals 4L in unparryable, undodgeable damage as a counterattack to an attacker in melee range. Water removes any Knockdown Keyword effects from the attack. Finally, Wood removes any Poison and Sickness Keyword effects from the attack.

Unbreakable Body of [Element]
Cost: 3m, 1W
Minimums: Resistance ●●●●●, Essence ●●●
Type: Reflexive
Action: Reflexive
Keywords: Elemental, Harmonious, Obvious
Duration: Instant
Prerequisites: Impervious Skin of [Element] Meditation

This Charm is an expression of a Dragon-Blooded's essential elemental nature. It also represents the closest a Terrestrial can come to a perfect defense. The creates an automatic defense against any attack that is not undodgeable.

Like all perfect and semi-perfect effects, Unbreakable Body of [Element] carries a Flaw of Invulnerability. Air is vulnerable to Earth-aspected elemental attacks and melee attacks made with weapons that carry the Overwhelming tag. Earth is vulnerable to Wood-aspected elemental attacks and ranged attacks made with wooden projectiles. Fire is vulnerable to Water-aspected elemental attacks and will not function if the character is immersed higher then his knees in water. Water is vulnerable to Air-aspected elemental attacks such as lightning or extreme cold. Wood is vulnerable to to Fire-aspected elemental attacks.

[Element] Protection Form
Cost: 2+m
Minimums: Resistance ●●●, Essence ●●●
Type: Simple
Action: Swift
Keywords: Elemental, Harmonious, Obvious
Duration: One Scene
Prerequisites: Impervious Skin of [Element] Meditation

This Charm allows the Dragon-Blooded to call upon his element to shield him from harm. When activated, the character's skin changes color to match the element invoked. This Charm automatically reduces the raw damage of any effects listed under an element by the character's [Resistance]. Air reduces the damage of Archery and Thrown attacks, any attack made by a blue jade weapon, lightning, and extremes of cold. Earth reduces the damage of attacks made with metal or white jade weapons, as well as direct and indirect damage from stone (such as rockslides, sandstorms, or avalanches). Fire reduces the damage of fire and heat-based attacks and effects, such as firewands and weapons made of red jade. Water reduces the damage or water based attacks or environmental effects, and attacks made by black jade weapons. Additionally, it reduces the damage of all attacks if the character is at least waist-deep in a body of water. Wood reduces the damage of wood-based elemental attacks and environmental effects, poisons, attacks that use wooden or green jade weapons, and 'natural' attacks, such as those made using fists, teeth, and claws.

A character can invoke multiple version of this Charm at once, with each invocation after the first costing 1 mote.

Uneating Earth Meditation
Cost: 2m
Minimums: Resistance ●●●, Essence ●●
Type: Simple
Action: Standard
Keywords: None
Duration: One Day
Prerequisites: None

This Charm allows a character to go a full day without eating or drinking and suffer no ill effects from hunger or thirst. After a number of days equal to the character's [Resistance + Essence] the character begins to suffer one unsoakable bashing damage each day. This damage cannot be healed until the character has spent at least one day eating and drinking normally.

Unbreathing Earth Meditation
Cost: 2m
Minimums: Resistance ●●●●, Essence ●●●
Type: Simple
Action: Swift
Keywords: None
Duration: One Scene
Prerequisites: Uneating Earth Meditation

This Charm allows a character to suppress the need to breathe for a scene. While under the effects of the his Charm, which emulates the quiet stillness of a mountain, the character cannot speak.

Unfeeling Earth Meditation
Cost: 3m, 1W
Minimums: Resistance ●●●●, Essence ●●●
Type: Simple
Action: Standard
Keywords: None
Duration: One Scene
Prerequisites: Uneating Earth Meditation

This Charm draws on the stoic and resilient nature of the element of earth. For the duration of the scene, the character ignores wound penalties if he is above Incapacitated. If he is below Incapacitated, he treats his Dying health levels as -4 health levels.
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