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Entry tags:
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 )
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 )
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Entry tags:
Entry tags:
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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 )
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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:
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 )