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Rivi 23: |
Rivi 23: |
| Excellencies: | | Excellencies: |
| * Free: Archery (Unobstructed Hunter’s Aim), Brawl/MA (Become the Hammer), Medicine (Master Healer Meditation), Performance (Audience-Enthusing Display), Socialize (Loquacious Courtier Technique) | | * Free: Archery (Unobstructed Hunter’s Aim), Brawl/MA (Become the Hammer), Medicine (Master Healer Meditation), Performance (Audience-Enthusing Display), Socialize (Loquacious Courtier Technique) |
− | * Awareness, Investigation, | + | * Awareness, Investigation, Integrity |
− | * (Athletics, Bureaucracy, Integrity, Linguistics, Occult; Lore, Survival?) | + | * (Athletics, Bureaucracy, Linguistics, Occult; Lore, Survival?) |
| | | |
| Charms: 150 xp (14+3 / 15+3) | | Charms: 150 xp (14+3 / 15+3) |
Rivi 32: |
Rivi 32: |
| * Socialize, 16 xp: Friend-to-All-Nations Attitude, Sweeten-the-Tap Method | | * Socialize, 16 xp: Friend-to-All-Nations Attitude, Sweeten-the-Tap Method |
| * Lore, 16 xp: Elemental Concentration Trance, Elemental Bolt Attack | | * Lore, 16 xp: Elemental Concentration Trance, Elemental Bolt Attack |
− | * Survival, 8 xp: x1 | + | * Survival, 8 xp: Beast-Taming Aspect |
− | * Awareness, 8 xp: Precision Observation Method | + | * Awareness, 8 xp: Precision Observation Method (Exc) |
| + | * Integrity, 8 xp: Granite Curtain of Serenity (Exc) |
| * Resistance, 10 xp: Ox-Body Technique | | * Resistance, 10 xp: Ox-Body Technique |
| * Occult, 10 xp: Seed and Salt Warding | | * Occult, 10 xp: Seed and Salt Warding |
− | * Investigation, 10 xp: Indisputable Physical Analysis Technique | + | * Investigation, 10 xp: Indisputable Physical Analysis Technique (Exc) |
| | | |
− | Bonus exp: 8+30/80 | + | Bonus exp: 8+33/80 |
| * 5, Perf 3->4 (Talented Improvisation) | | * 5, Perf 3->4 (Talented Improvisation) |
| * 5, Socialize 3->4 | | * 5, Socialize 3->4 |
− | * 4, Lore 1->3 | + | * 8, Lore, Survival 1->3 |
− | * 4, Archery, Awareness, Integrity, Survival 1->2 | + | * 3, Archery, Awareness, Integrity 1->2 |
| * 4, Occult, Resistance 1->2 | | * 4, Occult, Resistance 1->2 |
| * 3, Sail 0->1 | | * 3, Sail 0->1 |
Rivi 55: |
Rivi 56: |
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| === Beginning charms === | | === Beginning charms === |
− | <!--
| + | ToDo: 1 vielä... |
− | Medicine
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− | | |
− | Master Healer Meditation
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− | Cost: 1m(+1m/action); Mins: Medicine 1, Essence 1
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− | Type: Supplemental
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− | Keywords: Balanced, Excellency, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | Excellency. Pay one additional mote to add one die and one automatic success to a Medicine roll.
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− | | |
− | Wound-Closing Technique
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− | Cost: 1m; Mins: Medicine 2, Essence 1
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− | Type: Simple
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− | Keywords: Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | The Dragon-Blood spends fifteen minutes tending to a patient’s wounds, at the end of which she rolls (Intelligence + Medicine). Each success converts a single level of lethal damage to bashing, speeding the rate at which it heals (Exalted, p. 173). Alternatively, if she rolls successes equal to (her patient’s wound penalty + 1), she may heal a single level of bashing damage. Once a character has been treated with Wound-Closing Technique, he must receive at least a day of bedrest or fully heal all damage before he can benefit from it again.
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− | | |
− | Ailment-Sensing Meditation
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− | Cost: 1m; Mins: Medicine 3, Essence 1
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− | Type: Simple
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− | Keywords: Balanced, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | The Dragon-Blood observes the natural rhythms of her patient’s body, intuiting any ailments that afflict him.
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− | Complete a roll to diagnose a patient (Exalted, p. 237) in a handful of seconds. Successfully diagnosing a disease, poison, or similar ailment grants a temporary Medicine specialty in it. She retains the specialty indefinitely, but may only have one specialty granted by this Charm at a time.
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− | -->
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− | | |
− | Wood Dragon Style
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− | | |
− | Wood Dragon Vitality
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− | Cost: 1m; Mins: Martial Arts 2, Essence 1
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− | Type: Reflexive
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− | Keywords: Dual, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | At one with the font of all life in Creation, the Immaculate suffuses her body with unyielding vitality. She adds (Martial Arts) natural soak against a withering attack, or subtracts one die from the damage of a decisive attack. In Wood Aura, the Immaculate adds (Essence + Martial Arts) soak, or subtracts (Essence/2, rounded up) dice of decisive damage.
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− | | |
− | Eyes of the Wood Dragon
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− | Cost: 1m; Mins: Martial Arts 3, Essence 1
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− | Type: Supplemental
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− | Keywords: Withering-only, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | Perceiving the path of living Essence through chakras and meridians, the Immaculate lands a precise strike to disrupt her foe’s vital energies. She adds (Perception) raw withering damage and can make piercing attacks (Exalted, p. 586) with Wood Dragon attacks. In Wood Aura, the Immaculate doesn’t suffer a Defense penalty for making a piercing attack.
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− | | |
− | Mind-Over-Body Meditation
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− | Cost: 1m, 1wp; Mins: Martial Arts 3, Essence 2
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− | Type: Simple
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− | Keywords: Perilous, Wood
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− | Duration: Instant
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− | Prerequisite Charms: Wood Dragon Vitality
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− | The Immaculate is keenly aware of the rhythm and circulation of her body’s vital forces, sensing bruises and cuts as disturbances in its course. Closing her eyes in a moment of intense focus, she rights the flow of her living Essence and seals her wounds. She rolls (higher of Essence or 3) dice, unmodified by other effects, and heals a level of non-aggravated damage for each success, minimum one. This Charm can only be used once per scene, and only while in combat.
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− | | |
− | | |
− | <!--
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− | Performance
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− | | |
− | Audience-Enthusing Display
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− | Cost: 1m(+1m/action); Mins: Performance 2, Essence 1
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− | Type: Supplemental
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− | Keywords: Balanced, Excellency, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up) and ignore the penalty for targeting multiple characters with a social influence roll (Exalted p. 221).
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− | | |
− | Hidden Petal Aria
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− | Cost: 1m; Mins: Performance 3, Essence 1
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− | Type: Supplemental
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− | Keywords: Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | The Dragon-Blood expresses multiple layers of meaning via an artistic performance, conveying a secret message through nuances of speech and movement. She may embed a message one sentence long into a performance, conveying it only to select members of her audience. This can incorporate social influence. Magical attempts to detect the message must succeed on a roll at difficulty (higher of her Manipulation or Performance).
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− | | |
− | Talented Improvisation
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− | Cost: 1m; Mins: Performance 4, Essence 2
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− | Type: Reflexive
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− | Keywords: Balanced, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | The Dragon-Blood is moved by an innate genius for performance, intuiting the entire composition of a song after hearing only a few notes or turning a clumsy misstep into the beginning of a provocative dance. After making a Performance roll, she rerolls (Essence) failed dice.
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− | | |
− | | |
− | Socialize
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− | | |
− | Loquacious Courtier Technique
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− | Cost: 1m(+1m/action); Mins: Socialize 1, Essence 1
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− | Type: Supplemental or Reflexive
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− | Keywords: Balanced, Excellency, Fire, Mute
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up) or to add one point to Guile.
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− | | |
− | Friend-to-All-Nations Attitude
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− | Cost: —; Mins: Socialize 3, Essence 1
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− | Type: Permanent
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− | Keywords: Wood
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− | Duration: Permanent
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− | Prerequisite Charms: None
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− | The Dragon-Blood ingratiates herself into insular cliques, foreign courts, and barbarian tribes with skillful understanding of their customs and mores.
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− | After spending at least an hour being exposed to any culture or social group, she may gain a temporary Socialize specialty in it. She may have up to (Essence) specialties granted by this Charm at a time. If she wishes to gain a new temporary specialty while at the maximum, she must abandon an old one.
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− | | |
− | Sweeten-the-Tap Method
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− | Cost: 1m, 1wp; Mins: Socialize 3, Essence 2
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− | Type: Simple
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− | Keywords: Fire/Wood
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− | Duration: One scene
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− | Prerequisite Charms: Friend-to-All-Nations Attitude
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− | Whether it’s freely flowing libations at a Dynastic salon or a ration of rum at a military encampment, alcohol improves moods and eases social friction.
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− | When the Dragon-Blood supplies drinks, she may use this Charm to heighten their potency and quality. Each character who partakes is treated as having a positive Minor Tie for his fellow partygoers — whose context, such as affection or camaraderie, is chosen by his player — and suffers −1 Guile. However, sweetening the tap also increases the risk of fraying tempers or violent overreactions. If a character botches a social action, the positive Tie towards him created by this Charm inverts into a negative Tie for all inebriated partygoers who witnessed the offense.
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− | -->
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− | | |
− | Lore
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− | | |
− | Elemental Concentration Trance
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− | Cost: 1m; Mins: Lore 3, Essence 1
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− | Type: Simple
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− | Keywords: Balanced
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | To use this Charm, the Dragon-Blood must spend a few minutes contemplating an expression of an elements: observing the movement of clouds, meditating beneath a waterfall, staring unblinking into a flame, or so on; this determines the Charm’s elemental aspect. At the end, she makes a ([Mental Attribute] + [Bureaucracy, Investigation, Lore, Medicine, Survival, or War]) roll with a single bonus success. She may roll to introduce a fact as though she has a Lore background in facts that relate to the Charm’s elemental aspect. An Air-aspected use could introduce facts about weather or music theory; an Earth-aspected use could relate to geology, masonry, or architecture; and so on. If the Dragon-Blood knows Dragon-Kin Empowerment, she may provide the benefits of this Charm to one of her Sworn Kin, guiding him through meditation.
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− | | |
− | Elemental Bolt Attack
| |
− | Cost: 1m (+1a); Mins: Lore 3, Essence 1
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− | Type: Simple
| |
− | Keywords: Dual
| |
− | Duration: Instant
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− | Prerequisite Charms: Elemental Concentration Trance
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− | The Dragon-Blood channels elemental Essence into a deadly blast. Air manifests as crackling lightning; Earth as flying stones; Wood as poisoned thorns; and so on. This is a withering or decisive attack with (Dexterity + [Archery or Thrown]) against an enemy within 30m, which can be enhanced with Charms of the appropriate combat Ability. The Exalt may spend a level of anima to extend this to 100m.
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− | This Charm’s elemental aspect is the same as the Exalt’s, and it gains additional benefits based on its element.
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− | Air: The elemental bolt deals lethal damage and ignores (higher of Essence or 3) soak or (Essence) hardness from metal armor, including the five magical materials.
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− | Earth: The elemental bolt deals bashing damage and has the Smashing tag (Exalted, p. 586).
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− | Fire: The elemental bolt deals lethal damage. Decisive attacks double 10s on damage.
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− | Water: The elemental bolt deals bashing damage and has the Flexible and Disarming tags (Exalted, p. 586).
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− | Wood: The elemental bolt deals lethal damage. Decisive attacks carry a poison with Damage 1i/round (B in Crash), Duration (Essence + 5), and penalty −1.
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− | The Dragon-Blood may purchase additional elemental variants of this Charm for three experience points each.
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− | | |
− | ELEMENTAL BOLT Accuracy: +5 Close; +4 Short; +3 Medium; −0 Long; −2 Extreme; Damage: 10 + Essence (doesn’t add Strength); Overwhelming: (Essence + 1)
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− | | |
− | | |
− | Occult
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− | | |
− | Seed and Salt Warding
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− | Cost: 1m, 1wp; Mins: Occult 3, Essence 1
| |
− | Type: Simple
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− | Keywords: Earth or Wood
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− | Duration: One day
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− | Prerequisite Charms: None
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− | The Dragon-Blood lays down a line of salt or germinated grain to keep ghosts at bay (Exalted, p. 506), spanning up to a 30m. The aspect of this Charm depends on which she uses — salt is Earth, while grain is Wood. Roll (Intelligence + Occult) to determine the power of the warding. Powerful ghosts who could normally cross the line by spending Willpower can only do so if their Resolve exceeds the Dragon-Blood’s successes on her Occult roll. Otherwise, they cannot cross the line. The line also repels other forms of undead, such as zombies or hungry ghosts.
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− | | |
− | Survival
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− | * Ration-Enhancing Method /
| |
− | * Quarry Revelation Technique /
| |
− | * Beast-Taming Aspect /
| |
− | * Wild-Wandering Forester’s Charm /
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− | * Invoking Nature’s Forgiveness
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− | | |
− | <!--
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− | Ration-Enhancing Method
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− | Cost: 1m(+1m/action); Mins: Survival 1, Essence 1
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− | Type: Supplemental
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− | Keywords: Balanced, Excellency, Wood
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− | Duration: Instant
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− | Prerequisite Charms: None
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− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). If enhancing a roll to forage for food, it yields enough edible plants or game to feed a single additional character besides you for one day per threshold success.
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− | -->
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− | | |
− | Archery
| |
− | | |
− | Unobstructed Hunter’s Aim
| |
− | Cost: 1m(+1m/action); Mins: Archery 1, Essence 1
| |
− | Type: Supplemental
| |
− | Keywords: Balanced, Excellency, Uniform, Wood
| |
− | Duration: Scene
| |
− | Prerequisite Charms: None
| |
− | Excellency. Pay one additional mote to add +1 die and to remove one penalty from visual obstructions per die added by this charm.
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− | | |
− | | |
− | ==== Non-aspect/favored ====
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− | | |
− | Ox-Body Technique
| |
− | Cost: —; Mins: Resistance 1, Essence 1
| |
− | Type: Permanent
| |
− | Keywords: None
| |
− | Duration: Permanent
| |
− | Prerequisite Charms: None
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− | The blood of the dragons confers incredible resilience. Each purchase of this Charm grants extra health levels based on the character’s Stamina rating.
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− | | |
− | At Stamina
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− | 1 and 2: Two −2 health levels.
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− | 3 and 4: One −1 and one −2 level.
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− | 5: One −1 and two −2 levels.
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− | This Charm may be purchased (Resistance) times. If the Dragon-Blood’s Stamina increases, her health levels change to reflect her new rating.
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− | | |
− | <!--
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− | Investigation
| |
− | | |
− | Indisputable Physical Analysis Technique
| |
− | Cost:1m(+1m/action); Mins: Investigation 1, Essence 1
| |
− | Type: Supplemental
| |
− | Keywords: Balanced, Excellency, Water
| |
− | Duration: Instant
| |
− | Prerequisite Charms: None
| |
− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up).
| |
− | | |
− | Awareness
| |
− | | |
− | Precision Observation Method
| |
− | Cost: 1m (+1m/action)
| |
− | Mins: Awareness 1, Essence 1
| |
− | Type: Supplemental
| |
− | Keywords: Balanced, Earth, Excellency
| |
− | Duration: Instant
| |
− | Prerequisite Charms: None
| |
− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up).
| |
− | -->
| |
| | | |
| === Potentiaalisia === | | === Potentiaalisia === |
Rivi 282: |
Rivi 67: |
| Duration: Instant | | Duration: Instant |
| Prerequisite Charms: None | | Prerequisite Charms: None |
− | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). Gain an additional success on rolls to Introduce facts. | + | Excellency. Pay one additional mote to add one automatic success and to convert all dice from this charm to automatic successes (2 dice/1 success, round up). Gain an additional success on rolls to Introduce facts. |
− | | |
− | Granite Curtain of Serenity
| |
− | Cost: 1m(+1m/action); Mins: Integrity 1,
| |
− | Essence 1
| |
− | Type: Supplemental or Reflexive
| |
− | Keywords: Balanced, Earth, Excellency
| |
− | Duration: Instant
| |
− | Prerequisite Charms: None
| |
− | Excellency. Pay one additional mote to add one automatic success to an Integrity roll or one point to Resolve. In addition, ignore a single point of penalty from wounds, deprivation, or poison.
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