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General

First (Ability) Excellency

  • Cost: 1m/2d
  • Minimums: (Ability) 1, Essence 1
  • Type: Reflexive (Attacker: Step 1, Defender: Step 2)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: None
  • “Essence Overwhelming”
  • The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two dice to the roll for each mote spent. The maximum number of dice that can be added to any one roll, however, is equal to the Dragon-Blood’s Ability rating plus any applicable specialty. The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. The player rolls one die for every mote spent, up to a maximum number of dice equal to the relevant Ability plus any applicable specialties. Each success on the roll increases the applicable DV by one.
  • Characters cannot use this or other Excellencies or dice-adding Charms to “create” actions. For example, if a character attacks on tick 3 and will attack again on tick 8, she cannot buy dice for an attack on tick 4 that only exists because she used the Excellency to conjure dice for it. Yet a character who uses this or other reflexive Charms to add to an attack can also use it to enhance her defense until the next tick when she acts, but she must spend Essence for each separate roll she wishes to modify.
  • This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to add dice to any Ability on the tick in which the Dragon-Blood acts. On the ticks between actions, this Charm can only be used to enhance unrolled uses of the Ability to increase an applicable DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase Melee dice between actions to be used for extra attacks.
  • Manual of Exalted Power - The Dragon-Blooded, p128

Second (Ability) Excellency

  • Cost: 2m/1s
  • Minimums: (Ability) 1, Essence 1
  • Type: Reflexive (Attacker: Step 1, Defender: Step 2)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: None
  • “Essence Triumphant”
  • The Dragon-Blood can invoke this Charm when making a roll based on the relevant Ability. The Exalt can spend up to (Ability + applicable specialties) in motes. The Charm adds one automatic success to the roll for every two motes spent. If the Dragon-Blood uses Essence Triumphant in combination with Charms that add dice, each success purchased with Essence Triumphant reduces by two the maximum number of dice that she can add.
  • The Exalt can also use this Charm to enhance unrolled uses of the relevant Ability. For every two motes spent, the Dragon-Blood can increase the applicable DV by one, up to a maximum improvement equal to her Ability trait plus any applicable specialties.
  • This is a reflexive Charm that can be used freely without the need for a Combo. The Dragon-Blood, however, is limited in using the Charm as follows: The Charm can be used to purchases automatic success on any action made on the tick in which the Dragon-Blood takes a normal action. On the ticks between actions, this Charm can be used only to enhance an unrolled use of the relevant Ability to improve a DV or to add dice to an Ability used in a Counterattack Charm. This Charm can not, for example, be used to purchase automatic successes between actions to be used for extra attacks.
  • Manual of Exalted Power - The Dragon-Blooded, p128

Third (Ability) Excellency

  • Cost: 3m
  • Minimums: (Ability) 1, Essence 1
  • Type: Reflexive (Attacker: Step 4, Defender: Step 6)
  • Keywords: Combo-OK
  • Duration: Instant
  • Prerequisite Charms: None
  • “Essence Resurgent”
  • Dragon-Blooded with this Charm recovery smoothly from error. The Exalt can invoke this Charm after making a roll based on the relevant Ability. This Charm allows the player to make a second roll, using the new result if the Exalted prefers it to the first. The Exalted can also use this Charm to enhance unrolled uses of the relevant Ability. By spending three motes, the Dragon-Blooded can increase an applicable DV by half the relevant Ability.
  • This is a reflexive Charm that can be used freely without the need for a Combo, but the Charm can be used only on the tick in which the Dragon-Blooded uses the Ability for which a reroll is being purchased.
  • Manual of Exalted Power - The Dragon-Blooded, p128

Terrestrial (Ability) Reinforcement

  • Cost: 1m/2d + 1m/subject
  • Minimums: (Ability) 3, Essence 2
  • Type: Simple
  • Keywords: Combo-OK, Touch
  • Duration: One Scene
  • Prerequisite Charms: Any Excellency for the relevant Ability
  • The two greatest strengths of the Dragon-Blooded have always been their superior numbers and their boundless capacity for teamwork. In the First Age, the Terrestrial Exalted were the unit commanders who led troops into battle under the direction of Celestial generals. In the modern era, Dragon-Blooded retain the capacity to elevate the mortals around them to greatness, if only temporarily. A Dragon-Blood with this Charm can improve the ratings of his allies in the relevant Ability for brief periods of time, effectively transferring the benefi ts of the First Excellency to another person for the duration of an entire scene. All allies to be affected must hold hands at the time of the Charm’s activation.
  • The Dragon-Blood must spend one mote for every ally to be augmented and one mote for every two dice that are added to each person’s rating in the relevant Ability. The maximum number of allies who can have their Ability ratings boosted at one time is equal to the Dragon-Blood’s permanent Essence. The Charm has two limitations. First, no ally’s Ability rating can be raised above the Ability rating of the Exalt who invokes this Charm. Second, no ally’s Ability rating can be increased to more than twice its normal rating. Therefore, the ally must have at least one dot in the Ability for this Charm to affect him at all. The extra Ability dots apply for an entire scene for all purposes. If the augmented Ability affects one of the ally’s DV ratings, the relevant DV should be recalculated for the duration of the scene. As is normal for dice-adding Charms, fractional motes left over by pool-size restrictions are lost.
  • Manual of Exalted Power - The Dragon-Blooded, p128

(Ability) Specialty Focus

  • Cost: None
  • Minimums: (Ability) 3, Essence 3
  • Type: Permanent
  • Keywords: None
  • Duration: Permanent
  • Prerequisite Charms: Second (Ability) Excellency
  • In the specific duties a Terrestrial assigns himself, his power comes easily. This Charm enhances its prerequisite, reducing its cost by one mote per specialty that applies to the enhanced action (minimum zero motes). Every success added with Second (Ability) Excellency still counts as two dice for the purpose of Charm bonus limits.
  • The Thousand Correct Actions of the Upright Soldier, p66

Air

Lore

Elemental Bolt Attack

  • Cost: 1m/2L
  • Minimums: Lore 2, Essence 2
  • Type: Simple
  • Keywords: Combo-OK, Cooperative, Elemental, Obvious, Leader
  • Duration: Instant
  • Prerequisite Charms: None
  • “Dragon's Claw”
  • Sometimes referred to as “the Dragon’s Claw,” this Charm permits a Dragon-Blood to fire a bolt of elemental energy appropriate to his aspect from his hand toward a target. The bolt is targeted with (Dexterity + Athletics) or (Dexterity + Archery), whichever is preferred, with an Accuracy bonus equal to the Dragon-Blood’s Essence and a range of (Essence x 20) yards. The bolt inflicts 2L per mote spent up to a maximum number of motes equal to the Dragon-Blood’s Stamina. The bolt also has an elemental aspect and triggers the following elemental effects: Air buffets the target, subtracting two dice from her next action. Earth triggers a tremor beneath the target’s feet, forcing her player to roll (Dexterity + Athletics), difficulty 4, to keep the character from falling. Fire sets the target ablaze for a single action (+4L to the attacker’s damage pool). Water fills the target’s lungs with seawater, adding three ticks before her next action due to violent coughing. Wood exposes the target to a plant toxin, requiring a reflexive (Stamina + Resistance) roll, with a difficulty equal to (the Dragon-Blood’s Essence), to avoid suffering a -1 penalty on all actions for the remainder of the scene.
  • Multiple Dragon-Bloods who know this Charm can combine their powers to generate a bolt of exceptional power. One Exalt (usually the one with the best attack pool or the one with the highest Stamina rating) must serve as the focus, with his (Dexterity + [Athletics or Archery]) used to determine the base attack pool. Additionally, the Stamina of the focus determines the maximum number of motes that each participant can spend, with the total number of motes spent determining the base damage pool. In other words, if the focus has a Stamina of 4, then no participant can expend more than four motes to fuel the bolt. The Accuracy bonus of the attack is based on the Essence of the focus but gains a +1 bonus per additional participant. The range of the attack is equal to (the combined Essence of all participants x 20) yards. Finally, the elemental side effects of each separate aspect who aids in this Charm are inflicted upon the target. If multiple Dragon-Blooded of the same aspect aid in this Charm, however, their special elemental effect is applied only once. Therefore, if an Earth Aspect, two Fire Aspects and a Water Aspect combine to fire a single bolt, the player of the target — if successfully hit — must roll to avoid falling and will be delayed an additional three ticks before his next action due to the seawater, but only four dice are added to the damage pool due to fire damage, rather than eight.
  • Regardless of the specific elemental version learned, this Charm is always considered to be an Air-aspected Charm for purposes of determining whether the one-mote surcharge for out-of-aspect Charms applies, and Dragon-Blooded can only learn the version associated with their aspects.
  • Manual of Exalted Power - The Dragon-Blooded, p133
  • Errata: Additional purchases of this Charm enable evocation of elements other than the Terrestrial’s aspect, but each activation can only express one known element. The bolt may also be aimed with Thrown. Characters can always enhance a bolt’s accuracy with Lore Excellencies (or Athletics Excellencies, if using that Ability). If using Archery or Thrown, the character can enhance it as normal for an attack using the Ability and may place Elemental Bolt Attack in a Combo with Charms of that Ability. The accuracy bonus for Cooperative use of the Charm does not count against Charm dice bonus limits; the only limit is the number of Dragon-Blooded who may be gathered together to unleash the fury of the elements. Any special character can contribute to a Cooperative activation, even heroes and relays.
  • Scroll of Errata, p 14

Elemental Burst Technique

  • Cost: 1m/1L
  • Minimums: Lore 3, Essence 2
  • Type: Permanent
  • Keywords: Combo-OK, Cooperative, Elemental, Obvious
  • Duration: Instant
  • Prerequisite Charms: Elemental Bolt Attack
  • This Charm is identical to Elemental Bolt Attack in all respects except the following. First, each mote spent on the burst inflicts only one level of lethal damage. Second, the burst inflicts damage across a circular area with a radius equal to the Dragon-Blood’s permanent Essence in yards. The burst attack has a range increment of (permanent Essence x 20) yards and an Accuracy bonus equal to the Dragon-Blood’s permanent Essence. The burst also applies elemental effects identical to the Elemental Bolt Attack to each person caught within the burst radius. If multiple Exalted who know this Charm join together, the power of the elemental burst is calculated in the same manner as the elemental bolt, and the radius of the burst is equal to the combined permanent Essences of all participants in yards.
  • Manual of Exalted Power - The Dragon-Blooded, p134
  • Errata: The Charm type is Permanent, purchase of which adds a new “setting” to Elemental Bolt Attack that functions as described for Elemental Burst Technique (subject to the pertinent rules established above for a standard Elemental Bolt Attack). The Exalt assigns the setting per activation.
  • Scroll of Errata, p15

Occult

Terrestrial Circle Sorcery

  • Cost: 1w
  • Minimums: Occult 3, Essence 3
  • Type: Permanent
  • Keywords: None
  • Duration: Instant
  • Prerequisite Charms: None
  • The Dragon-Blood takes Terrestrial Circle Sorcery actions. See Exalted Second Edition, p252.
  • Manual of Exalted Power - The Dragon-Blooded, p134

Stealth

Deadly Mirage Ambush

  • Cost: 3m
  • Minimums: Stealth 2, Essence 2
  • Type: Supplemental
  • Keywords: Combo-OK, Leader
  • Duration: Instant
  • Prerequisite Charms: Distracting Breeze Meditation
  • Chosen of Mela are most dangerous when unnoticed. This Charm doubles the attack successes of any unexpected physical attack for the purpose of calculating raw damage. This Charm may be placed in Combos with Charms of other Abilities.
  • The Thousand Correct Actions of the Upright Soldier, p72

Distracting Breeze Meditation

  • Cost: 1m/2s
  • Minimums: Stealth 2, Essence 1
  • Type: Simple
  • Keywords: Combo-OK, Leader 4
  • Duration: 1 Scene
  • Prerequisite Charms: None
  • This Charm allows the Air Aspect to cause the wind itself to aid in his attempts at infiltration by disturbing and distracting those who might notice his passage. The wind might tickle the ear of a listener, cause a torch to gutter or go out, or blow papers off a desk. Regardless, the result is a minor environmental effect, incapable of damaging anyone or anything, which nevertheless is potentially distracting to those nearby. The Dragon-Blood can continue to trigger distracting effects for the duration of a scene. For one mote of Essence, the Charm adds two automatic successes to any Stealth roll made against a single target. Each additional mote spent allows the Dragon-Blood to distract one additional target at the same time, up to a maximum number of targets equal to the Exalt’s permanent Essence. Therefore, if the Dragon-Blood spends three motes of Essence, he can add two automatic successes to any rolls made against up to three people, but if he encounters five people in a search party, he would not get the automatic successes against two of the five. The Charm cannot add more than two automatic successes to a single roll, no matter how much Essence is spent.
  • Manual of Exalted Power - The Dragon-Blooded, p137
  • Errata: Leader allows the targeting of enemy units as though they were individuals.
  • Scroll of Errata, p16

Earth

Fire

Melee

Dragon-Graced Weapon

  • Cost: 1m
  • Minimums: Melee 2, Essence 2
  • Type: Supplemental
  • Keywords: Combo-OK, Elemental, Leader
  • Duration: Instant
  • Prerequisite Charms: None
  • The Dragon-Blood has achieved a unity with his weapon that allows him to impart some of his elemental nature to it. On a successful melee attack, the Dragon-Blood may also inflict an elemental effect appropriate to his aspect on the target. Air buffets the target, subtracting two dice from her next action. Earth triggers a tremor beneath the target’s feet, forcing her player to roll (Dexterity + Athletics), difficulty 4, to keep the character from falling. Fire sets the target ablaze for a single action, giving a +4L bonus to the Dragon-Blood’s damage dice pool. Water fills the target’s lungs with seawater, adding three ticks before her next action due to violent coughing. Wood poisons the target’s blood, causing her to suffer a -1 penalty on all actions for the scene if her player fails a reflexive (Stamina + Resistance) roll.
  • Regardless of the specific elemental version learned, this Charm is always considered to be a Fire-aspected Charm for purposes of determining whether the one-mote surcharge for out-of-aspect Charms applies, and Dragon-Blooded can learn only the version associated with their aspects.
  • Manual of Exalted Power - The Dragon-Blooded, p155
  • Errata: Each additional purchase of this Charm after the first adds an additional element beyond the character’s aspect. Each additional purchase of this Charm after the first adds an additional element beyond the character’s aspect. Every activation incorporates the Exalt’s base element, but can also incorporate any number of additional elements unlocked with extra Charm purchases. The total cost to activate the Charm is half the number of elements unleashed, all of which provide their usual power.
  • Scroll of Errata, p20

Water

Wood

empress/charms.txt · Last modified: 2013/08/24 02:04 by mark