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Campaign:WaroftheRoses/Ness
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== Charms == '''Excellencies:''' *'''Second Martial Arts Excellency:''' 2m/success, Reflexive, Instant. May spend up to Martial Arts + relevant specialties in motes. Buys 1 success per 2 motes spent on s Martial Arts roll. May improve static values by 1 per 2 motes spent. '''The Eternal Wheel's Flight Style Martial Arts Charms:''' *'''Sleeping Dragon/Walk the Dog:''' 2m/tick, Extra Action, Varies. This Charm forms one of the backbones of the Eternal Wheel's Flight Style, representing a mastery of "Sleeping" with a Yo-yo: The act of causing the Yo-yo to continue spinning at the end of the fully extended string (acting like a sort of small chainsaw or repeated bludgeon when used in combat). Functionally, this attack is an unusual form of Extra Action charm, rather than taking place all in one action, it is a sustained attack. The Martial Artist may spend 2 motes per tick (including the tick this charm was activated) for up to (Essence + 2) ticks to make an attack on each of those ticks they pay the mote cost for. This charm ends on the first tick the Martial Artist does not pay the mote cost on. *'''Leaping Dragon/Rebound Catch:''' 4m, Simple (Speed 4), Instant. A practitioner of the Eternal Wheel's Flight Style can truly earn the use of the word "flight" with this charm. They launch the Yo-yo disk from its string and rebound it off a target before expertly grabbing and recalling it with the string. The Martial Artist may make an attack again one opponent within (Essence * 10) yards. *'''Grappling Dragon/Weapon Loop:''' 6m+1wp, Simple, Instant. A practitioner of the Eternal Wheel's Flight Style may entangle their opponent's weapons with the string of the Yo-yo and pull the weapon away. This Charm allows the Martial Artist to disarm without the usual -2 penalty. The charm does not allow the Martial Artist to take or break the weapon, but they may choose in which direction it lands (which will be 5 +1 per additional success yards away from its wielder). *'''Eternal Wheel's Flight Form:''' 4m, Simple (Speed 3, -1 DV), One Scene. The martial Artist has their Yo-yo in constant movement, whether they are circling themselves with it or holding it "Sleeping", it is never sitting still in their hand. This Essence enhanced movement allows the Yo-yo to be almost anywhere around the Martial Artist at a moment's notice. For the Duration of the Scene, the Martial Artist reduces the mote cost of the Sleeping Dragon/Walk the Dog charm to 1 mote per tick and reduces the speed of their Yo-yo (or Yo-yos, if they are mad enough to dual-wield them) by 2. Furthermore, for the duration of the scene the Martial Artist may parry lethal attacks with a Yo-yo, including attacks from weapons with the Reach Tag. '''Sorcery Charms:''' *'''Terrestrial Circle Sorcery:''' -, Permanent. May take Terrestrial Circle Sorcery Actions. '''Lore Charms:''' *'''Elemental Bolt Attack (Water):''' 1m/2L, Simple, Instant. 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. === Combos === N/A
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