Entry tags:
Entry tags:
Fire Charms -- Melee
Jade Magical Material Bonuses
Blue Jade represents the element of Air, it adds -1 Speed, +1 Accuracy, and +1 Damage.
White Jade represents the element of Earth. It adds +1 Damage and +2 Defense.
Red Jade represents the element of Fire. It adds +1 Accuracy and +2 Damage.
Black Jade represents the element of Water. It adds +2 Accuracy and +1 Defense.
Green Jade represents the element of Wood. It adds +1 Accuracy, +1 Damage, and it steals one mote of Essence from any living creature struck and transfers it to the wielder.
( Fire Charms -- Melee )
Blue Jade represents the element of Air, it adds -1 Speed, +1 Accuracy, and +1 Damage.
White Jade represents the element of Earth. It adds +1 Damage and +2 Defense.
Red Jade represents the element of Fire. It adds +1 Accuracy and +2 Damage.
Black Jade represents the element of Water. It adds +2 Accuracy and +1 Defense.
Green Jade represents the element of Wood. It adds +1 Accuracy, +1 Damage, and it steals one mote of Essence from any living creature struck and transfers it to the wielder.
( Fire Charms -- Melee )
Entry tags:
Earth Charms -- Resistance
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 )
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 )
Entry tags:
Earth Charms -- Integrity
Editing History
17/04/12 - Removed Transcendent Mien of [Element], as Essence is currently capped at 5, it may be restored post-playtests. Added [Dragon's] Epic Heroism. Edits for languages, clarity, format.
07/05/12 - Buff to Oath of Ten Thousand Dragons because I realized it sucked. Change to [Dragon's] Epic Heroism because something changed within the system. Removed some prerequisites to make the Charm trees make more sense and make buy-in for mental defenses less difficult.
( Earth Charms -- Integrity )
17/04/12 - Removed Transcendent Mien of [Element], as Essence is currently capped at 5, it may be restored post-playtests. Added [Dragon's] Epic Heroism. Edits for languages, clarity, format.
07/05/12 - Buff to Oath of Ten Thousand Dragons because I realized it sucked. Change to [Dragon's] Epic Heroism because something changed within the system. Removed some prerequisites to make the Charm trees make more sense and make buy-in for mental defenses less difficult.
( Earth Charms -- Integrity )
Entry tags:
Earth Charms -- Craft
Earth Aspect -- Craft
The Craft Ability is divided into separate Abilities, each governing a different Craft. The ten most common Craft Abilities (and examples of items they allow the character to create) are listed below.
Mortal Crafts
● Air: calligraphy, jewelry-making, instruments, glassblowing
● Earth*: masonry, stone cutting, sculpting
● Fire**: blacksmithing, ceramics
● Water: cooking, brewing, leather-working, pharmacy, poison-making
● Wood***: carpentry, weaving, paper-making, flower-arranging
* The most common Craft Ability used in Manse building.
** The Ability used in the forging of Artifact weapons
*** The second Craft Ability typically used in the building of manses.
Exalted and Divine Crafts
● Magitech: Used to created the mechanical devices of Autochton, warstriders, thinking machines, essence engines, and other similar wonders.
● Glamour: Used by the Fair Folk to shape the Wyld, emotions, dreams, and Virtues into tangible things.
● Genesis: Used in the creation of life.
● Fate: Used by the Sidereals to plan and manage destinies.
● Necrotech: Used to forge soulsteel, golems, undead monsters, and living war machines. Necrotech allows the use of flesh and ghostly corpus as materials.
The Craft Ability and Player Characters
At character creation, a player character is assumed to possess all elemental crafts at the same rating as his Craft Ability. Access to exotic Crafts is purchased for 3XP each, and the exotic Craft is thereafter used with the character's normal Craft Ability.
Craft rolls are made using [Intelligence] + [Craft].
Editing History
17/04/12 - Buffed Craft Ability to eliminate XP sinks for players. Removed the need for exotic materials in Artifact creation. Added [Dragon] Shapes the World. Removed Wondrous Genius of Pasiap, as it was no longer necessary with the removal of most Craft XP sinks. Removed Charm of Lessser/Greater Unmaking because they were terrible.
( Building A Better World -- Forging Wonders )
( Earth Charms -- Craft )
The Craft Ability is divided into separate Abilities, each governing a different Craft. The ten most common Craft Abilities (and examples of items they allow the character to create) are listed below.
Mortal Crafts
● Air: calligraphy, jewelry-making, instruments, glassblowing
● Earth*: masonry, stone cutting, sculpting
● Fire**: blacksmithing, ceramics
● Water: cooking, brewing, leather-working, pharmacy, poison-making
● Wood***: carpentry, weaving, paper-making, flower-arranging
* The most common Craft Ability used in Manse building.
** The Ability used in the forging of Artifact weapons
*** The second Craft Ability typically used in the building of manses.
Exalted and Divine Crafts
● Magitech: Used to created the mechanical devices of Autochton, warstriders, thinking machines, essence engines, and other similar wonders.
● Glamour: Used by the Fair Folk to shape the Wyld, emotions, dreams, and Virtues into tangible things.
● Genesis: Used in the creation of life.
● Fate: Used by the Sidereals to plan and manage destinies.
● Necrotech: Used to forge soulsteel, golems, undead monsters, and living war machines. Necrotech allows the use of flesh and ghostly corpus as materials.
The Craft Ability and Player Characters
At character creation, a player character is assumed to possess all elemental crafts at the same rating as his Craft Ability. Access to exotic Crafts is purchased for 3XP each, and the exotic Craft is thereafter used with the character's normal Craft Ability.
Craft rolls are made using [Intelligence] + [Craft].
Editing History
17/04/12 - Buffed Craft Ability to eliminate XP sinks for players. Removed the need for exotic materials in Artifact creation. Added [Dragon] Shapes the World. Removed Wondrous Genius of Pasiap, as it was no longer necessary with the removal of most Craft XP sinks. Removed Charm of Lessser/Greater Unmaking because they were terrible.
( Building A Better World -- Forging Wonders )
( Earth Charms -- Craft )
Entry tags:
Earth Charms -- Awareness
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 )
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 )
Entry tags:
Air Charms -- Thrown
Thrown
Concept: Weapon Sets
A 'set' of thrown weapons is typically 8 - 10 throwing knives or darts. Javelins and short spears come in packs of six. A chakram is normally a single weapon, although they sometimes come in matched pairs. Artifact throwing weapons are larger and heavier then their mundane counterparts, and are commonly produced in sets of five (one for each Dragon or station of the Sun).
For the purposes of Thrown Charms that affect 'sets' of throwing weapons, the Storyteller should consider increasing the cost of certain Charms if a character is trying to use them to enchant vast numbers of weapons at a time (or simply disallow such abuses).
Editing History
16/04/12 - Added Bladed Scales of Mela. Nerfed Loyal Weapon and Knife-Cyclone Technique to bring them more in line with general lethality levels. Balance and wording changes to Deadly Blades of the Five Dragons. General edits for clarity, balance, and format.
( Air Charms -- Thrown )
Concept: Weapon Sets
A 'set' of thrown weapons is typically 8 - 10 throwing knives or darts. Javelins and short spears come in packs of six. A chakram is normally a single weapon, although they sometimes come in matched pairs. Artifact throwing weapons are larger and heavier then their mundane counterparts, and are commonly produced in sets of five (one for each Dragon or station of the Sun).
For the purposes of Thrown Charms that affect 'sets' of throwing weapons, the Storyteller should consider increasing the cost of certain Charms if a character is trying to use them to enchant vast numbers of weapons at a time (or simply disallow such abuses).
Editing History
16/04/12 - Added Bladed Scales of Mela. Nerfed Loyal Weapon and Knife-Cyclone Technique to bring them more in line with general lethality levels. Balance and wording changes to Deadly Blades of the Five Dragons. General edits for clarity, balance, and format.
( Air Charms -- Thrown )
Entry tags:
Air Charms -- Stealth
Stealth
Attempting stealth is a Swift action.
The roll to locate a character using Stealth to conceal herself is [Perception] + [Awareness].
A character who notices another character in stealth can indicate it to her allies. This does not automatically reveal the hiding character, but does grant a two success bonus on a searcher's [Perception] + [Awareness] roll.
Without the use of magic, characters cannot attempt Stealth when others are aware of their presence.
Editing History
16/04/12 - Removed Zone of Silence Stance to eliminate experience sinks - effect has been folded in to Soundless Action Prana. Changed Calming Breeze Meditation. Slight buff to Trackless Passage Style. Noted penalty type on Dragon Shroud Technique. General edits for clarity, balance, and format.
( Air Charms -- Stealth )
Attempting stealth is a Swift action.
The roll to locate a character using Stealth to conceal herself is [Perception] + [Awareness].
A character who notices another character in stealth can indicate it to her allies. This does not automatically reveal the hiding character, but does grant a two success bonus on a searcher's [Perception] + [Awareness] roll.
Without the use of magic, characters cannot attempt Stealth when others are aware of their presence.
Editing History
16/04/12 - Removed Zone of Silence Stance to eliminate experience sinks - effect has been folded in to Soundless Action Prana. Changed Calming Breeze Meditation. Slight buff to Trackless Passage Style. Noted penalty type on Dragon Shroud Technique. General edits for clarity, balance, and format.
( Air Charms -- Stealth )
Entry tags:
Air Charms -- Occult
Occult
Dragon-Blooded sorcerers take their education very seriously. A character who begins play with the Charm Terrestrial Circle Sorcery as an Intrinsic Charm may choose to start with Emerald Countermagic and Emerald Circle Banishment spells. These spells do not consume the character's starting Charm slots.
Editing History
10/04/12 - Removed Elements in Harmony Approach as it was no longer valid with the new rules. Removed Emerald Circle Transcendence and Emerald Circle Internalization as poor fits. Added Element Shaping Visions. General edits for language, format, and clarity.
16/04/12 - Added a new Charm, Brilliant Tempest Enlightenment.
( Air Charms -- Occult )
Dragon-Blooded sorcerers take their education very seriously. A character who begins play with the Charm Terrestrial Circle Sorcery as an Intrinsic Charm may choose to start with Emerald Countermagic and Emerald Circle Banishment spells. These spells do not consume the character's starting Charm slots.
Editing History
10/04/12 - Removed Elements in Harmony Approach as it was no longer valid with the new rules. Removed Emerald Circle Transcendence and Emerald Circle Internalization as poor fits. Added Element Shaping Visions. General edits for language, format, and clarity.
16/04/12 - Added a new Charm, Brilliant Tempest Enlightenment.
( Air Charms -- Occult )
Entry tags:
Air Charms -- Lore
Lore
A character with Lore ●●+ can read and write any language she speaks.
Editing History
10/04/12 - Added Eternal Mind Meditation. Yes, it's back. Hopefully with less terrible. Added Elemental Lexicon Procedures. Changed Elemental Bolt Attack and Elemental Burst Technique. General edits for format and clarity.
22/04/12 - Elemental Bolt Attack may now use Lore for targeting, because Lore Charms should use the Lore Ability. Lore.
07/05/12 - Added Purity Keyword to Elemental Empowerment Meditation. Changed the Fire effect of Elemental Lexicon Procedures to be more balanced with similar Charms.
( Air Charms -- Lore )
A character with Lore ●●+ can read and write any language she speaks.
Editing History
10/04/12 - Added Eternal Mind Meditation. Yes, it's back. Hopefully with less terrible. Added Elemental Lexicon Procedures. Changed Elemental Bolt Attack and Elemental Burst Technique. General edits for format and clarity.
22/04/12 - Elemental Bolt Attack may now use Lore for targeting, because Lore Charms should use the Lore Ability. Lore.
07/05/12 - Added Purity Keyword to Elemental Empowerment Meditation. Changed the Fire effect of Elemental Lexicon Procedures to be more balanced with similar Charms.
( Air Charms -- Lore )
Entry tags:
Air Charms -- Linguistics
Linguistics
Dragon-Blooded can speak two languages for each dot of Linguistics they possess.
Characters with no dots in Linguistics still begin play with the ability to speak a single language.
Editing History
09/04/12 - Changed the effects of Linguistics Ability to generally improve it. Added Dragon Claw Stylus, Dialect Understanding Defense. Removed Craft Icon (it was terrible). General edits for clarity.
10/04/12 - Changed Voice of Mastery. Changed defensive bonus on With One Mind so it made more sense. Some additional edits for language and clarity.
( Air Charms -- Linguistics )
Dragon-Blooded can speak two languages for each dot of Linguistics they possess.
Characters with no dots in Linguistics still begin play with the ability to speak a single language.
Editing History
09/04/12 - Changed the effects of Linguistics Ability to generally improve it. Added Dragon Claw Stylus, Dialect Understanding Defense. Removed Craft Icon (it was terrible). General edits for clarity.
10/04/12 - Changed Voice of Mastery. Changed defensive bonus on With One Mind so it made more sense. Some additional edits for language and clarity.
( Air Charms -- Linguistics )