dragon_blooded: (Default)
2012-04-24 08:39 am


Additional information on the Familiar background.

Familiar )
dragon_blooded: (Default)
2012-04-24 08:23 am

Dragon-Blooded Charms -- General

Special Rules -- The Terrestrial Exalted

Elemental Harmony: Dragon-Blooded General Charms are automatically learned when their prerequisites are met and do not consume the character's starting Charm slots.
Fifth Element: Dragon-Blooded do not pay a surcharge for out-of-Aspect Charms.

Editing History

23/04/12 - Removed a rule that allowed essence discounts. Typically, the removal of the surcharge should be enough. Removed Ox-Body Technique. It was added to Resistance as [Element]-Body Bulwark. Changed [Terrestrial] Essence Overwhelming to [Dragon's] Essence Overwhelming, this was done to differentiate it from the Solar version.

Dragon-Blooded Charms -- General )
dragon_blooded: (Default)
2012-04-21 09:13 pm

Experience Point Costs

Editing History

24/04/12 - Notes about Essence for starting characters.

Experience Point Costs )
dragon_blooded: (Default)
2012-04-20 10:54 pm
Entry tags:


Editing History

20/04/12 - Removed Combo-OK, Discounted, and Immersion. Added Harmonious, Intrinsic, and Vocal.

07/05/2012 - Changed Purity Keyword.

Keywords )
dragon_blooded: (Default)
2012-04-17 08:51 am

Design Goals

Design Goals

I thought I'd make a short post about my design goals for my DB rewrite.

Eliminating XP Sinks

Even post-Errata, many Dragon-Blooded Charms are just bad or are prerequisites for very slight upgrades. In the original rules, Soundless Action Prana, was the prerequisite for Zone of Silence Stance, a Charm that had no new or interesting effects, other then extending the area of the first Charm by a few yards. This isn't the only example of such, but at 10XP (or 12XP!) a Charm, and at a suggested 4XP a session, it's best to eliminate XP sinks altogether.

Eliminating XP Sinks goes hand in hand with,

Interesting Charms

Every Charm should be interesting. Players should be able to see immediately the purpose for a Charm and think, 'Cool, my character would use that'. The early Charms in a tree should not just be a speedbump that keeps a player away from the Charms they want.

Good Charms

Charms should not be terrible. That is all.


The language used to describe Dragon-Blooded in the original text and Errata is awful. Dragon-Blooded tend to be described in one of two ways, as dying in droves or as relates to their relationship with the Celestial Exalted. Dragon-Blooded are Exalted, and should be described as champions and heroes in their own right. Likewise, their Charms shouldn't mention the Celestial Exalted at all. Sadly, talking about the Celestial Exalted when writing about the Dragon-Blooded is so prolific that I've caught myself doing it many times.


Dragon-Blooded should have a heavy focus on Elemental Charms. Supposedly the Dragon-Blooded are actually more like five different types of Exalt. This should mean so much more than just making different colors of arrows. The different Aspects should approach everything differently, from language to combat.

Dragon-Blooded need more Cooperative Charms. Teamwork should be a major theme and an important aspects of their powers. Working together should allow them to rival the Celestial Exalted in power.

Martyr effects should be rare. Your character is not supposed to randomly die.
dragon_blooded: (water)
2011-11-22 07:32 pm
Entry tags:

Water Charms -- Investigation


Optometry exists in the Second Age of man. Glasses are a Resources ● expense or a Resources ●● expense outside of the Realm.

Water Charms -- Investigation )
dragon_blooded: (pic#980321)
2011-11-13 09:05 pm
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 )
dragon_blooded: (pic#980320)
2011-11-08 11:17 am

Earth Charms -- Resistance



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 )
dragon_blooded: (pic#980320)
2011-11-07 09:19 pm
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 )
dragon_blooded: (pic#980320)
2011-11-07 08:23 pm

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 )