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[personal profile] dragon_blooded
Editing History

17/04/12 - Added Dragons Ever Watchful. Balance edits to try and make Fire Awareness Charms not suck quite so badly. General edits for clarity and format.

Earth Charms -- Awareness

Dragons Ever Watchful
Cost: --
Minimums: Awareness ●●●●, Essence ●●●
Type: Permanent
Action: None
Keywords: Elemental, Harmonious, Intrinsic
Duration: Permanent
Prerequisites: None

This Charm expands and improves Pasiaps's General Charms and Abilities, granting them additional elemental effects. These elemental effects apply only to Awareness or when the character enhances an Awareness roll.

Air has infinite reach. The character doubles her visibility ranges. Earth is unfaltering and eternally watchful. The character always benefits from the two-die bonus for being alert for danger. Fire was made for war. The character does not suffer penalties to Awareness rolls as a result of distractions or combat. Water knows everything within its depths. The character reduces the target number Awareness rolls enhanced with Charms by 1. Wood is unsleeping, like a plant. The character retains full awareness of his surroundings, even while asleep.

All-Encompassing [Element] Sense
Cost: 2m + 2m per ally or 0m + 1m per ally
Minimums: Awareness ●●, Essence ●●
Type: Simple
Action: Swift
Keywords: Dynasty, Elemental
Duration: One Scene
Prerequisites: None

While this Charm is active, the character's connection with his element prevents him from being surprised in combat, though it provides no defense against social attacks. All-Encompassing [Element] Sense draws upon the innate connection between a Dragon-Blooded and his element. A character standing on (in the case of Earth and Wood) or totally immersed in (in the case of Air, Fire, and Water) his element reduces the cost of this Charm to 0m. In the case of Fire, a burning building or a location engulfed in a fiery inferno will suffice as 'immersed in' for the purposes of this Charm. A character who has invoked Essence Fire is also considered to be immersed in fire and can take advantage of the essence discount. As for Air, the character must be flying or in an appropriately windswept location, such as a balcony, rooftop, or mountain peak.

The benefits of this Charm can be extended to the character's allies at a cost of 2 motes per person. The character can affect a number of targets equal to his [Essence + 1], but may double the number of targets if they are all blood relatives. If the character is in his element, the cost of affecting allies is 1m.

Unfaltering Observation of [Dragon]
Cost: 2+m
Minimums: Awareness ●●●, Essence ●●
Type: Supplemental
Action: None
Keywords: Elemental, Harmonious
Duration: Instant
Prerequisites: All-Encompassing [Element] Sense

A Dragon-Blooded can use this Charm to flood his senses with essence, heightening them to supernatural levels.

This Charm ensures success on a single Awareness-based roll that would be a valid target for one or more of the character's enhanced senses. Air represents sight. Earth represents hearing. Fire represents touch. Water represents taste. Wood represents smell. The character can activate multiple aspects of this Charm at once, with each element after the first costing 1m.

Feeling the Dragon's [Bones]
Cost: 2m
Minimums: Awareness ●●●, Essence ●●
Type: Simple
Action: Dramatic
Keywords: Elemental, Harmonious, Cooperative
Duration: Concentration
Prerequisites: All-Encompassing [Element] Sense

This Charm is a favorite of Earth-Aspected architects, who use it to survey land. The character kneels on the ground and extends his essence out into the earth. For each full minute of concentration his senses extend underground for a mile in all directions. He may extend his senses to a maximum of [Essence x 2] miles, although additional Dragon-Blooded can activate this Charm in tandem. Each Dragon-Blooded aiding in the effort increases the effective Essence of the focus by one.

This Charm reveals mineral and gemstone deposits, jade veins, manses, demenses, aquifers, caverns, tunnels, or anything else buried in the earth that might be of interest to the character. In order to 'ping' the magical senses generated by this Charm, a buried object must be larger then a man's fist. A roll made by the character excavate land he surveyed with his Charm gains automatic successes equal to the character's [Essence].

Air allows a character to extend his senses into the sky. Water allows the Dragon-Blooded to extend his senses underwater. Wood allows the Dragon-Blooded to extend his senses into heavily forested areas, jungles, or other verdant wilderness. The Fire version of this Charm is a special case. The character can touch or survey a scene of destruction (such as a burned down village or disaster site) with his magical senses and get an idea of how and why the destruction occurred. These elemental effects use the same rules, but require the Dragon-Blooded to be standing somewhere open to the air, at least knee-deep in a body of water, or within the wilderness the character intends to survey.

Entombed Mind Technique
Cost: 5m
Minimums: Awareness ●●●●, Essence ●●
Type: Simple
Action: Dramatic
Keywords: Crippling
Duration: Concentration
Prerequisites: All-Encompassing [Element] Sense

Dragon-Blooded use this Charm to force a target into unnatural sleep. The Exalt must find some way to hold the target's attention for five minutes, either by engaging them in conversation or by having the target physically restrained. The Dragon-Blooded rolls [Manipulation] + [Presence] with a difficulty equal to the target's Essence. Each threshold success renders the target unconscious for one hour in a sleep so deep they cannot be roused. Once this magical sleep has passed the target passes into normal slumber and be roused normally. Appropriate Charms may awaken a sleeper using roll-off rules.

Sense Riding Technique
Cost: 4m
Minimums: Awareness ●●●, Essence ●●
Type: Simple
Action: Swift
Keywords: None
Duration: Concentration
Prerequisites: None

This Charm allows the Dragon-Blooded to ride the senses of another being. This subject must be in line of sight when this Charm is activated and has a range of the Exalt's [Essence] in miles. When the Charm is activated the Terrestrial's player and his target make opposed [Awareness] + [Essence] rolls, and the Exalt's player must get at least one threshold success to enact the link. If they tie, there is no effect. If the Exalt loses and his target is also an Exalt, the target's player gets a reflexive [Perception] + [Awareness] roll to know that someone was trying to ride his senses. While concentrating on the link, the Exalt cannot take other actions, and is at a -3 penalty on all Awareness rolls to notice things around him.

Sense Destroying Method
Cost: 4m
Minimums: Awareness ●●●●, Essence ●●●
Type: Simple
Action: Swift
Keywords: Crippling
Duration: [Essence] in minutes
Prerequisites: Sense Riding Technique

This Charm allows the character to cripple a target, cutting off one of their senses. The target must be within the Exalt's line of sight, and the Dragon-Blooded makes an attack roll using [Perception] + [Awareness] + [Essence], with an external penalty equal to the target's [Perception]. This attack in unblockable. Each threshold success subtracts one die from the target's Awareness rolls pertaining to a single sense. If the successes exceed the target's [Perception], that sense is totally shut down for the duration of the Charm. Is used on a target's sense of touch, this Charm can cancel wound penalties (one level of wound penalties per success, or all wound penalties if the successes exceed the target's [Perception]).

Essence Disruption Attack
Cost: 3m, 1W
Minimums: Awareness ●●●●●, Essence ●●●●
Type: Simple
Action: Standard
Keywords: Crippling, Shaping
Duration: [Essence] in actions
Prerequisites: Sense Destroying Method

Dragon-Blooded use this Charm to disrupt a target's awareness of their own Essence. A target must be within line of sight and no further away then the Dragon-Blooded's [Essence x 10] feet. First the character rolls [Perception] + [Awareness] + [Essence] at difficulty 3 to analyze the target's essence patterns. This is a Reflexive action. If he succeeds, he can make an unblockable, undodgable attack using [Willpower] + [Essence] with a difficulty equal to his target's [Essence]. Each threshold success on this roll adds a 1 mote surcharge to each Charm the target invokes. The target must pay this for every Charm activation, even if they invoke the same Charm multiple times in a round.
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