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Campaign:First Age Fuck You/Dragonbloodface
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=== Presence === *'''First Presence Excellency: ESSENCE OVERWHELMING''' 1m/2d, Reflexive, Instant. Adds 2 die to presence roll for every mote you spend, up to max of (skill + specialty). Can use this charm to add 1 dot to the skill per mote spent for unrolled purposes. *'''AURA OF INVULNERABILITY''' 3m; Simple; One scene ''For the duration of the Charm, the Dragon-Blood gains +1 bashing and lethal soak and three temporary -0 health levels. The extra health levels are the first to be lost when the character suffers damage, and once lost, they cannot be healed back, even with Charms that permit instantaneous healing. At the end of the scene, the extra health levels fade automatically, even if they have not been used up. A character cannot benefit from this Charm more than once per scene.'' *'''GLOWING COAL RADIANCE''' Cost: 2m; Type: Simple Keywords: Compulsion, Obvious Duration: One action: ''When this Charm is activated, the Dragon-Blood is surrounded by a nimbus of Essence Fire. Anyone attempting to look at the Dragon-Blood or to make a melee attack against her within (ess*yards) must score at least one success on a reflexive Willpower check. Even if successful, any attack made on the Dragon-Blooded before his next action suffers a dice penalty of (Presence). This lasts until the Dragon-Blood’s next action. *'''WARLORD’S CONVOCATION''' 8m, 1wp; Simple; Compulsion; One scene or instant ''Use this charm to attempt to win the loyalty of a Storyteller character. Roll (Manipulation + Presence), against the target’s MDV. The target of this Charm develops a loyalty toward the Dragon-Blood for a period of one week per net success, during which time the target is at -1 to her MDV to resist social attacks made by the Exalt. Furthermore, if the Dragon-Blood makes a point of asking only trivial or minor tasks from the target and makes a show of valuing the target’s loyalty, the effect lasts for one month per success. Finally, if the Dragon-Blood’s player achieves five or more successes, the affected character becomes a new henchman for the Exalted character (per the Background). This Charm can be used against only mortals and other Terrestrial Exalted. It automatically fails against Celestial Exalted and spirits.'' *'''TERRIFYING FIRE DRAGON ROAR''' 4m; Simple; Instant ''This Charm lets a Terrestrial Exalt yell with the force of an angry god. The roar focuses the Exalt’s elemental power on a man-sized target, which must be within a number of feet equal to the Exalt’s (permanent Essence x 20).<br/> '''Fire''' can ignite flammable objects, and while the yell cannot damage flesh directly, if the target’s clothing catches fire, she suffers two levels of lethal damage every action until she puts the flames out.<br/> This Charm is actually a cluster of Charms, one for each of the five elements. A Dragon-Blood can learn multiple versions of this Charm, but he must learn the one associated with his aspect element first. 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. *'''AUSPICIOUS FIRST MEETING ATTITUDE''' 2m; Reflexive; Combo-OK, Emotion, Social; One scene; ''This Charm can be used on a target only once, when the Dragon- Blood and the target first meet in a non-combat, social situation. During this initial encounter, the Dragon-Blood can read the subject perfectly, intuitively adjusting his behavior so as to make the best possible first impression. The target will be generally be open to the Exalt and will leave the encounter with a favorable impression of him. Even if the two never meet again, the target of the Charm will generally speak well of the Dragon-Blood to others regarding his obvious good breeding and superior virtue. Mechanically, the Dragon-Blood’s player gains two extra dice to roll on every Bureaucracy, Presence or Socialize roll during this first encounter and one extra die on the second encounter, if any. The Dragon-Blood may also gain indirect insights about the target’s loyalties, Virtues and Motivations, as the Storyteller will warn the player ahead of time that an intended action or statement may affect the target’s MDV (whether positively or negatively). This Charm can be used only in non-combat and non-threatening social settings where a pleasant first impression can realistically be made. Consequently, it is unlikely that this Charm can ever be used effectively on a battlefield, though it might be useful in peace talks with a hateful enemy or when entering a rough tavern in a bad part of town. If the Dragon-Blood deliberately antagonizes the subject in any way, the effect ends. This is a reflexive Charm that can be used freely without the need for a Combo. It cannot be used in physical combat, but can be invoked during any long tick of social combat.
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