Fire Charms -- Athletics
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Fire Charms -- Athletics
Effortlessly Rising Flame
Cost: 1m
Minimums: Athletics ●●, Essence ●
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: None
Using this Charm, a Dragon-Blooded can instantly rise from a prone position without taking an action to do so. Alternatively, when he activates this Charm as part of a leap, he is considered to have a running start.
Falling Star Maneuver
Cost: 1m per 2 damage
Minimums: Athletics ●●, Essence ●
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Effortlessly Rising Flame
This Charm enhances a character's blows in hand-to-hand combat. Each mote spent increases the damage dealt by 2, and a character can spend motes equal to his [Athletics]. This Charm can increase the damage of an Archery of Thrown attack, but only if a target lacks cover.
Bellows Pumping Stride
Cost: 1m or 2m
Minimums: Athletics ●●●, Essence ●●
Type: Reflexive
Keywords: Elemental, Obvious, Touch
Duration: One Scene
Prerequisites: Falling Star Maneuver
This Charm allows the Dragon-Blooded to double his movement rate for the rest of the scene. Its effects can be extended to others by touching them and spending two motes of essence. When the character takes a Dash action while under the effects of this Charm, he leaves burning footprints in his wake. These gutter out at the end of the character's next action (unless they ignite something flammable, such as dry brush or thatched roof cottages), and deal 1L damage to anyone who touches them.
Unmatched Prowess of [Element]
Cost: 2m
Minimums: Athletics ●●●●, Essence ●●
Type: Reflexive
Keywords: Elemental, Obvious
Duration: Instant
Prerequisites: Bellows Pumping Stride
This Charm allows a Dragon-Blooded to flood his body with elemental essence, briefly allowing for superhuman feats of athleticism. This is a cluster of five Charms, with each purchase representing a different element.
Air multiples the character's jumping distance by his [Essence]. Earth adds the character's [Essence + 1] in automatic successes to a single feat of strength test and negates the need for one minute of 'set up' time. Fire fills the character with a burst of energy, allowing him to automatically succeed on any Athletics-based roll, so long as the difficulty is less than or equal to his [Essence]. Water allows the character to contort his body through any opening that could feasibly allow water to pass through with a difficulty 1 [Dexterity + Athletics] check. Wood grants the character perfect balance for one action, and he is considered to weigh nothing for the purposes of the strain he exerts on any wooden surface (such as tree branches or bamboo plants).
[Element] Striding Advance
Cost: 5m, 1W
Minimums: Athletics ●●●●●, Essence ●●●
Type: Reflexive
Keywords: Elemental, Obvious, Shaping
Duration: One Scene
Prerequisites: Unmatched Prowess of [Element]
This Charm allows a Dragon-Blooded to travel though the element of his Aspect with grace and ease. The character may substitute any part of his movement rate for a type of movement described below.
Air allows the character to fly so long as he stays within [Essence x 10] feet of a solid surface (Essence 4+ removes this flight ceiling). Earth allows the character to move through unworked earth. The character cannot pass through metal, wood, or unnatural objects buried in the earth. Fire is a special case, allowing the character to burst into a cloud of cinders and ash and teleport to a source of fire large enough to accommodate his body as a Shaping effect. The maximum range is [Essence x 10] yards. Water Aspects already possess this level of mastery over their element, and instead multiply their swim speed by their [Athletics + Essence]. Additionally, they ignore all external penalties while swimming. Wood allows the character to move at his full movement rate while climbing trees, running across branches, or swinging on vines. No rolls are necessary for determining success or failure or maintaining balance. A character under the effects of this Charm may use the Dash action to increase his movement speed.
[Element] Travel Technique
Cost: 5m, 1W
Minimums: Athletics ●●●●●, Essence ●●●●
Type: Reflexive
Keywords: Elemental, Obvious, Sorcerous, Velocity
Duration: One Scene
Prerequisites: [Element] Striding Advance
A Dragon-Blooded with his Charm moves through his element with rapidity and ease. A character moving this way can travel through his element at about 100 miles per hour without unduly fatiguing himself. Onlookers view Dragon-Blooded traveling this way as shining gusts of wind, onrushing wildfires, or serpentine currents of water. Maintaining this Charm requires immense concentration, and its effects fade from any character who takes an non-Reflexive action other than moving or fails to move his full movement rate each turn. In addition, a character struck by an attack or countermagic cannot maintain the effects of this Charm. A character does not suffer damage when moving through an element in his manner, and automatically succeeds at Athletics checks to navigate hazardous terrain. Nonetheless, he may end up exposing himself to environmental damage if he stops in a particularly dangerous area.
Air affects a character flying under his own power or the power of an Artifact or other magic that allows for personal flight. Earth allows the character to move through unworked earth or run at truly heroic speeds across open ground. Fire allows the character to move through large sources of fire, such as a raging inferno (some calamitous war zones might qualify at the Storyteller's discretion). Water affects a swimming character. Wood allows the character to move through suitably verdant locations, such as forests or dense jungles.
Dancing Ember Stride
Cost: 2m
Minimums: Athletics ●●●●, Essence ●●
Type: Reflexive
Keywords: Obvious, Velocity
Duration: Varies
Prerequisites: Bellows Pumping Stride
While under the effects of this Charm, the Dragon-Blooded can run up or along any solid or liquid surface, as long as he can keep moving and has at least two steps to establish momentum. The character cannot run along ceilings, and the Charm ends on any action in which he does not take a Move or Dash action to move his full movement rate.
Incense Smoke Ladder
Cost: --
Minimums: Athletics ●●●●●, Essence ●●●
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Dancing Ember Stride
This Charm expands and improves its prerequisite, allowing the character to run across ceilings or other surfaces upon which he would be upside down. He also adds smoke to the list of 'surfaces' able to support his weight.
Effortlessly Rising Flame
Cost: 1m
Minimums: Athletics ●●, Essence ●
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisites: None
Using this Charm, a Dragon-Blooded can instantly rise from a prone position without taking an action to do so. Alternatively, when he activates this Charm as part of a leap, he is considered to have a running start.
Falling Star Maneuver
Cost: 1m per 2 damage
Minimums: Athletics ●●, Essence ●
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: Effortlessly Rising Flame
This Charm enhances a character's blows in hand-to-hand combat. Each mote spent increases the damage dealt by 2, and a character can spend motes equal to his [Athletics]. This Charm can increase the damage of an Archery of Thrown attack, but only if a target lacks cover.
Bellows Pumping Stride
Cost: 1m or 2m
Minimums: Athletics ●●●, Essence ●●
Type: Reflexive
Keywords: Elemental, Obvious, Touch
Duration: One Scene
Prerequisites: Falling Star Maneuver
This Charm allows the Dragon-Blooded to double his movement rate for the rest of the scene. Its effects can be extended to others by touching them and spending two motes of essence. When the character takes a Dash action while under the effects of this Charm, he leaves burning footprints in his wake. These gutter out at the end of the character's next action (unless they ignite something flammable, such as dry brush or thatched roof cottages), and deal 1L damage to anyone who touches them.
Unmatched Prowess of [Element]
Cost: 2m
Minimums: Athletics ●●●●, Essence ●●
Type: Reflexive
Keywords: Elemental, Obvious
Duration: Instant
Prerequisites: Bellows Pumping Stride
This Charm allows a Dragon-Blooded to flood his body with elemental essence, briefly allowing for superhuman feats of athleticism. This is a cluster of five Charms, with each purchase representing a different element.
Air multiples the character's jumping distance by his [Essence]. Earth adds the character's [Essence + 1] in automatic successes to a single feat of strength test and negates the need for one minute of 'set up' time. Fire fills the character with a burst of energy, allowing him to automatically succeed on any Athletics-based roll, so long as the difficulty is less than or equal to his [Essence]. Water allows the character to contort his body through any opening that could feasibly allow water to pass through with a difficulty 1 [Dexterity + Athletics] check. Wood grants the character perfect balance for one action, and he is considered to weigh nothing for the purposes of the strain he exerts on any wooden surface (such as tree branches or bamboo plants).
[Element] Striding Advance
Cost: 5m, 1W
Minimums: Athletics ●●●●●, Essence ●●●
Type: Reflexive
Keywords: Elemental, Obvious, Shaping
Duration: One Scene
Prerequisites: Unmatched Prowess of [Element]
This Charm allows a Dragon-Blooded to travel though the element of his Aspect with grace and ease. The character may substitute any part of his movement rate for a type of movement described below.
Air allows the character to fly so long as he stays within [Essence x 10] feet of a solid surface (Essence 4+ removes this flight ceiling). Earth allows the character to move through unworked earth. The character cannot pass through metal, wood, or unnatural objects buried in the earth. Fire is a special case, allowing the character to burst into a cloud of cinders and ash and teleport to a source of fire large enough to accommodate his body as a Shaping effect. The maximum range is [Essence x 10] yards. Water Aspects already possess this level of mastery over their element, and instead multiply their swim speed by their [Athletics + Essence]. Additionally, they ignore all external penalties while swimming. Wood allows the character to move at his full movement rate while climbing trees, running across branches, or swinging on vines. No rolls are necessary for determining success or failure or maintaining balance. A character under the effects of this Charm may use the Dash action to increase his movement speed.
[Element] Travel Technique
Cost: 5m, 1W
Minimums: Athletics ●●●●●, Essence ●●●●
Type: Reflexive
Keywords: Elemental, Obvious, Sorcerous, Velocity
Duration: One Scene
Prerequisites: [Element] Striding Advance
A Dragon-Blooded with his Charm moves through his element with rapidity and ease. A character moving this way can travel through his element at about 100 miles per hour without unduly fatiguing himself. Onlookers view Dragon-Blooded traveling this way as shining gusts of wind, onrushing wildfires, or serpentine currents of water. Maintaining this Charm requires immense concentration, and its effects fade from any character who takes an non-Reflexive action other than moving or fails to move his full movement rate each turn. In addition, a character struck by an attack or countermagic cannot maintain the effects of this Charm. A character does not suffer damage when moving through an element in his manner, and automatically succeeds at Athletics checks to navigate hazardous terrain. Nonetheless, he may end up exposing himself to environmental damage if he stops in a particularly dangerous area.
Air affects a character flying under his own power or the power of an Artifact or other magic that allows for personal flight. Earth allows the character to move through unworked earth or run at truly heroic speeds across open ground. Fire allows the character to move through large sources of fire, such as a raging inferno (some calamitous war zones might qualify at the Storyteller's discretion). Water affects a swimming character. Wood allows the character to move through suitably verdant locations, such as forests or dense jungles.
Dancing Ember Stride
Cost: 2m
Minimums: Athletics ●●●●, Essence ●●
Type: Reflexive
Keywords: Obvious, Velocity
Duration: Varies
Prerequisites: Bellows Pumping Stride
While under the effects of this Charm, the Dragon-Blooded can run up or along any solid or liquid surface, as long as he can keep moving and has at least two steps to establish momentum. The character cannot run along ceilings, and the Charm ends on any action in which he does not take a Move or Dash action to move his full movement rate.
Incense Smoke Ladder
Cost: --
Minimums: Athletics ●●●●●, Essence ●●●
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Dancing Ember Stride
This Charm expands and improves its prerequisite, allowing the character to run across ceilings or other surfaces upon which he would be upside down. He also adds smoke to the list of 'surfaces' able to support his weight.