Post by Scarlet on Aug 8, 2011 13:31:44 GMT -5
Name[/u]: Scarlet Dragon (formerly Minerva Tepet)
Caste[/u]: Fire (Dragon-Blooded)
Specializations[/u]: Dynast. (formerly House Tepet)
Anima[/u]:
Personality[/u]:
While Scarlet might come off as a possibly stereotypical noble Dragon-Blooded, she is in point of fact very different. She does not look down at humans, and in fact shows great compassion and empathy for their suffering and lower-level of citizenship. She has a strong sense of justice and is unfazed by others' opinions of her. Scarlet is an impassioned fighter and speaker, never backing down and always taking to her ideals rather than bending them to another's. She carries with her a sort of noble bearing, but one that has been earned and not just given. She extends her compassion to the troops she leads into battle, never asking of them what she would hesitate to do. A cool and calm leader, though with a fiery temperament, she collectively views her troops as if they were her family.
Of her family she holds no respect for any of the House of Tepet, and now firmly goes by her school's name instead. She holds a deep secret, which could destroy her if it were to get out. She guards it with her life, and trusts only her single retainer with that knowledge.
Intimacies:
Unbreakable loyalty to the Sol Brotherhood
Unwavering sense of Justice
Appearence[/u]:
Scarlet stands in at 5'10” and weighing 186lbs of lean muscle. She has long crimson hair that she generally holds in a high ponytail. She has well groomed eyebrows, that almost look like serpent tongues, just above a pair of beautiful amber-gold colored eyes. While being of an athletic build, Scarlet has a voluptuous pair of D-cup breasts, and well sculpted curves to match.
She will generally be found either wearing her actual Power Armor, or a ceremonial breastplate and red silk robes to go with it. Her Daiklave is never more than five feet from her, even during ceremonial engagements. When completely off duty, she still carries her Daiklave but usually leaves it wrapped in a crimson silk wrap. At this time she will be found wearing more red outfits, though some blue is not unheard of.
Anima:
A large red dragon, with wings spread wide.
Attributes[/u]
Primary/Caste Attributes[/u]
1.[/u] Strength: 4 dots
2.[/u] Dexterity: 3 dots
3.[/u] Stamina: 3 dots
Secondary/Favored Attributes[/u]
1.[/u] Charisma: 3 dots
2.[/u] Manipulation: 3 dots
3.[/u] Appearance: 3 dots
Tertiary Attributes[/u]
1.[/u] Perception: 2 dots
2.[/u] Intelligence: 3 dots
3.[/u] Wits: 2 dots
Abilities[/size]
Caste Abilities[/size]
1.[/u] Athletics: 1 dot
2.[/u] Dodge: 2 dots
3.[/u] Melee: 5 dots
4.[/u] Presence: 3 dots
5.[/u] Socialize: 4 dots
Favored Abilities[/size]
1.[/u] War: 4 dots
2.[/u] Martial Arts: 3 dots
3.[/u] Performance: 4 dots
4.[/u]
5.[/u]
Other Abilities[/size]
1.[/u] Linguistics: 2 dots
2.[/u] Lore: 3 dots
3.[/u] Integrity: 1 dot
4.[/u] Resistance: 2 dots
5.[/u] Archery: 2 dots
6.[/u] Ride: 2 dots
7.[/u] Survival: 2 dots
Advantages
Backgrounds[/u][/size]
1.[/u] Allies: 3 dots
2.[/u] Artifact: 4 dots
3.[/u] Breeding: 5 dots
4.[/u] Command: 2 dots
5.[/u] Manse: 4 dots
6.[/u] Reputation: 1 dot
7.[/u] Retainer: 1 dot
Charms[/u]
Equipment:
Most Fearsome Armor of the Fire Dragon
(ARTIFACT ••••)
Repair: 3
Wonders of the Lost Age, pg 84
Filtration Baffles*: +2 bonus to Resistance against poison or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per five minutes of air added to the tank).
Sensory Augmentation Visor*: By spending one mote per minute as a reflexive action, the wearer gains a +2 bonus to Awareness. Alternatively, the wearer can activate Essence sight at a reflexive cost of two motes per minute, which also automatically pierces any dragon armor cloaking device (allowing coordination of cloaked strike teams).
Exomuscular Fibers*: Doubles wearer’s ground speed; also grants bonus dots to Strength for feats of strength and inflicting damage with attacks:+3 (Fire)
Reinforced Gauntlets/Boots: As weapons, the gauntlets and
boots can parry lethal attacks without a stunt (as an exception to the standard N tag), and they have the following respective statistics:
Name Speed Acc. Damage Defense Rate Tags
Gauntlet 5 +1 +5B +2 3 N
Boot 5 +0 +6B -2 3 N
Cloaking Device*: By reflexively spending five motes per hour, the wearer can make the armor blur and fade from view. Players must succeed on a reflexive (Perception + Awareness) roll, difficulty 3 (while the wearer is moving) or 5 (while stationary)
for their characters to notice the cloaked character. Make a check when the cloaked character first comes into view, and make a new check whenever the wearer does anything to betray his location (such as attacking). Once a character succeeds in noticing the wearer, she can continue to track the armor as long as it stays in her line of sight, and she may attack it normally without needing further checks. If the armor leaves her sight, she must locate it again. While undetected, the wearer cannot be attacked with ranged attacks; those attacking him in close combat do so with the usual penalty for invisible opponents (-2 external penalty). While the cloaking device is active, the wearer and armor cannot be sensed through Essence detection alone. Therefore, the spirit Charm Measure the Wind feels nothing, while All-Encompassing Sorcerer’s Sight (see Exalted, p. 222) does not add the wearer’s Essence as bonus dice to locate the wearer.
Astrological Occlusion*: For a reflexive cost of five motes and one Willpower per day, the armor can envelop itself in a fluctuating matrix of Essence that distorts prophecy. With this field active, all divinations (whether thaumaturgical, Charm-based or otherwise) add two to difficulty when targeting the armor, its wearer or anything touching the armor.
Integrated Elemental Lens*: This weapon system functions exactly like non-integrated copies of the artifact (see p. XX).
Flame Talons (Fire only)*: For a reflexive cost of two motes per attack or flurry containing one or more attacks, the wearer can project curved beams of white hot plasma from the suit’s gauntlets. These claws have the following statistics: Speed 5, Accuracy +4, Damage +8L, Defense 2, Rate 3; Tags: M, N. Any flammable object struck by the claws instantly catches fire and burns fiercely. Although flesh is generally not flammable under these circumstances, most mundane clothing is. Attacked characters whose clothing bursts into flame will have to take a miscellaneous action to drop to the ground and put the flames out, lest they suffer the usual damage from exposure to a bonfire (see Exalted, p. 131).
Velocity Magnifier Engine (Fire only)*: For a reflexive cost of
two motes, Fire Dragon armor can briefly accelerate its wearer’s ground speed even further for one minute, from the usual x2 to a factor of x4. More impressively, the suit’s capacity for accelerated movement can be used to perform a magical flurry of two or three actions, none of which suffer multiple action penalties. This power as a reflexive cost of five motes.
Daiklave (Artifact ••)
The daiklave is the singularly most common weapon of the Exalted. These swords are usually elaborately decorated and feature straight, double-edged blades over four feet long. These magnificent artifact weapons are forged from the best steel alloyed with one of the five magical materials. Their size makes them too cumbersome for mere mortals but in the hands of one of the Chosen they are perfectly balanced. Most daiklaves have a single hearthstone setting.
Speed: 4; Accuracy +2; Damage: +7L; Defense: +1; Rate: 3; Minimums: Strength 2; Cost: Artifact 2; Attune: 5; Tags: N/A
*Equipped with Crystal of Legendary Leadership
COLLAR OF DAWN CLEANSING LIGHT (ARTIFACT •)
This artifact comes in a variety of forms—studded bands, chokers, torcs, collars, delicate necklaces and the like. Any piece of neck adornment is appropriate, and these items are still quite common today. Many of the Dragon-Blooded in the Second Age own and wear them when possible, not just for their useful properties, but also to show off.
The purpose of this collar is to keep its wearer clean in every respect. She could spend weeks living beneath a rubbish heap and emerge at the end as though she had just spent hours preparing for a grand ball. The artifact negates all penalties to Social rolls that would be applied due to the character being dirty or unkempt. Attuning to the collar extends its powers beyond the Exalt’s clothing to her physical body. The artifact’s cleansing light adds two dice to (Stamina + Resistance) rolls made against disease or poison. The collar requires the commitment of one mote of Essence to become active.
HEARTHSTONE AMULET (ARTIFACT •)
Hearthstone amulets were common in the First Age because they allowed Exalted to carry hearthstones innocuously and inconspicuously. Each hearthstone amulet contains a setting for a single hearthstone. A character wearing such an amulet against her skin gains the basic benefits of a hearthstone—that is, the ability to regain Essence more quickly. However, a character can commit one mote of Essence to the amulet, and doing so causes the amulet to resonate and activates the hearthstone. If the character removes the amulet, the benefit dissipates. Hearthstone amulets are made in each of the five magical materials:
Jade: Jade amulets from the First Age are typically carved in abstract elemental shapes or representations of the Elemental Dragons. Post-Contagion jade amulets are of much cruder workmanship and usually show Immaculate symbolism. A Dragon-Blood who is attuned to a jade amulet set with a hearthstone regains one additional mote of Essence per hour.
*Equipped with Stone of Passion
STONE OF PASSION (MANSE •)
This dark-purple teardrop improves the sound and quality of its bearer’s voice whenever the bearer speaks about a topic about which he cares deeply. The bearer’s player gains one additional die on all Charisma and Manipulation-based rolls that have to do with such topics.
*Equipped to Hearthstone Amulet
GHOSTWALKER CRYSTAL (MANSE ••)
The bearer of this dark-blue octahedron becomes very difficult to follow. Increase the difficulty of any rolls to follow her or to hear or see signs of her passage by 2. However, this stone does nothing to conceal her scent and so hounds or other creatures that rely primarily upon smell can track the bearer normally.
*Equipped to Fire Dragon Armor
JEWEL OF THE CELESTIAL MANDARIN (MANSE ••)
This transparent, faceted square stone glows with a faint violet light. The stone surrounds the bearer with a subtle aura of Essence that causes gods, demons and elementals to regard him as unusually dignified and well-spoken. This stone reduces the difficulty of all Social rolls the bearer’s player uses on such beings by 2 (to a minimum difficulty of 1). This aura is imperceptible to all other beings except gods, elementals and demons and so has no affect on any other creatures.
*Equipped to Fire Dragon Armor
CRYSTAL OF LEGENDARY LEADERSHIP (MANSE •••)
This rounded, many-faced green triangle enhances the bearer’s ability to lead others. The bearer’s player gains one bonus success to any Presence, Performance or Bureaucracy rolls involving leadership or governance, as well as to any War rolls involving rallying troops.
*Equipped to Red-Jade Daiklave
Willpower: 5
Virtues
Valor[/u]-3
Temperance[/u]-2
Compassion[/u]-2
Conviction[/u]-3
Essence
Essence Score-2
Personal Essence-12
Peripheral Essence-28
Committed Essence-
Limit Break:
Virtue Flaw:
Soak:
Health[/size]:
-0-1
-1-3
-2-3
-4-1
Incapacitated: 1
Experience:
Property:
Caste[/u]: Fire (Dragon-Blooded)
Specializations[/u]: Dynast. (formerly House Tepet)
Anima[/u]:
Personality[/u]:
While Scarlet might come off as a possibly stereotypical noble Dragon-Blooded, she is in point of fact very different. She does not look down at humans, and in fact shows great compassion and empathy for their suffering and lower-level of citizenship. She has a strong sense of justice and is unfazed by others' opinions of her. Scarlet is an impassioned fighter and speaker, never backing down and always taking to her ideals rather than bending them to another's. She carries with her a sort of noble bearing, but one that has been earned and not just given. She extends her compassion to the troops she leads into battle, never asking of them what she would hesitate to do. A cool and calm leader, though with a fiery temperament, she collectively views her troops as if they were her family.
Of her family she holds no respect for any of the House of Tepet, and now firmly goes by her school's name instead. She holds a deep secret, which could destroy her if it were to get out. She guards it with her life, and trusts only her single retainer with that knowledge.
Intimacies:
Unbreakable loyalty to the Sol Brotherhood
Unwavering sense of Justice
Appearence[/u]:
Scarlet stands in at 5'10” and weighing 186lbs of lean muscle. She has long crimson hair that she generally holds in a high ponytail. She has well groomed eyebrows, that almost look like serpent tongues, just above a pair of beautiful amber-gold colored eyes. While being of an athletic build, Scarlet has a voluptuous pair of D-cup breasts, and well sculpted curves to match.
She will generally be found either wearing her actual Power Armor, or a ceremonial breastplate and red silk robes to go with it. Her Daiklave is never more than five feet from her, even during ceremonial engagements. When completely off duty, she still carries her Daiklave but usually leaves it wrapped in a crimson silk wrap. At this time she will be found wearing more red outfits, though some blue is not unheard of.
Anima:
A large red dragon, with wings spread wide.
Attributes[/u]
Primary/Caste Attributes[/u]
1.[/u] Strength: 4 dots
2.[/u] Dexterity: 3 dots
3.[/u] Stamina: 3 dots
Secondary/Favored Attributes[/u]
1.[/u] Charisma: 3 dots
2.[/u] Manipulation: 3 dots
3.[/u] Appearance: 3 dots
Tertiary Attributes[/u]
1.[/u] Perception: 2 dots
2.[/u] Intelligence: 3 dots
3.[/u] Wits: 2 dots
Abilities[/size]
Caste Abilities[/size]
1.[/u] Athletics: 1 dot
2.[/u] Dodge: 2 dots
3.[/u] Melee: 5 dots
4.[/u] Presence: 3 dots
5.[/u] Socialize: 4 dots
Favored Abilities[/size]
1.[/u] War: 4 dots
2.[/u] Martial Arts: 3 dots
3.[/u] Performance: 4 dots
4.[/u]
5.[/u]
Other Abilities[/size]
1.[/u] Linguistics: 2 dots
2.[/u] Lore: 3 dots
3.[/u] Integrity: 1 dot
4.[/u] Resistance: 2 dots
5.[/u] Archery: 2 dots
6.[/u] Ride: 2 dots
7.[/u] Survival: 2 dots
Advantages
Backgrounds[/u][/size]
1.[/u] Allies: 3 dots
2.[/u] Artifact: 4 dots
3.[/u] Breeding: 5 dots
4.[/u] Command: 2 dots
5.[/u] Manse: 4 dots
6.[/u] Reputation: 1 dot
7.[/u] Retainer: 1 dot
Charms[/u]
OX-BODY TECHNIQUE
Cost: N/A
Minimums: Resistance, Essence 1
Type: Permanent
Duration: Permanent
Prerequisites: None
Description: While the Terrestrial Exalted do not have the infernal resilience of the Anathema with whom they struggle, their capacity to endure punishment is still far greater than that of mortal men. This Charm grants Dragon-Blooded additional health levels. Each
time this Charm is taken (up to the maximum of her Resistance
Ability), the Dragon-Blood gains one -1 health level and one -2
health level.
DRAGON-GRACED WEAPON
Cost: 1m
Minimums: Melee 2, Essence 2
Type: Supplemental
Duration: Instant
Prerequisites: None
Description: 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 fi lls 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 refl exive
(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.
GLOWING COAL RADIANCE
Cost: 2m
Minimums: Presence 3, Essence 1
Type: Simple
Duration: One Action
Prerequisites: None
Description: The blazing elemental fury of the Dragon-Blooded is such that lesser men are humbled by their mere presence. When this Charm is activated, the Dragon-Blood is surrounded by a nimbus of Essence with the color associated with her aspect. Anyone attempting to look at the Dragon-Blood or to make a melee attack against her
must score at least one success on a reflexive Willpower check. Even
if that roll is successful, any attack made on the Dragon-Blooded
before his next action suffers a dice penalty equal to the Dragon-
Blood’s Presence. This effect lasts until the Dragon-Blood’s next
action. The Charm affects only those individuals within yards a
number of yards equal to the Dragon-Blood’s Essence, and it doesn’t impair ranged attacks.
AUSPICIOUS FIRST MEETING ATTITUDE
Cost: 2m
Minimums: Presence 2, Essence 2
Type: Reflexive
Duration: 3 posts
Prerequisites: None
Description: This Charm can be used on a target only once, when the Dragon-Blood and the target fi rst 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.
PASSION TRANSMUTING NUANCE
Cost: 3m
Minimums: Presence 2, Essence 2
Type: Simple
Duration: 3 posts
Prerequisites: None
Description: The Dragon-Blood can transmute one strong passion (lust, rage or terror) into one of the other two. She must fi rst engage her target in conversation for a number of long ticks equal to 10 – her Essence, then her player rolls (Manipulation + Presence) against a difficulty equal to the target’s Essence, minus one for every point by which the Dragon-Blood’s Essence exceeds the target’s. If successful, the Dragon-Blood’s player gains two dice on all subsequent
social attack rolls against the target designed to play off the target’s
new emotional state. Also, a target who has been affected by this
Charm acts as if his Temperance Virtue had been reduced to 1 for
the duration of the scene.
FIRST MELEE EXCELLENCY—
ESSENCE OVERWHELMING:
Cost-1m per 2 dice
Minimum: (Ability) 1, Essence 1
Type: Reflexive
Duration: Instant
Description: The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two
points to the roll for each mote spent. The maximum number of
points 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.
SECOND MELEE EXCELLENCY—
ESSENCE TRIUMPHANT
Cost: 2m per success;
Minimums: (Ability) 1, Essence 1;
Type: Reflexive
Duration: Instant
Description: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.
[/u][/center]Cost: N/A
Minimums: Resistance, Essence 1
Type: Permanent
Duration: Permanent
Prerequisites: None
Description: While the Terrestrial Exalted do not have the infernal resilience of the Anathema with whom they struggle, their capacity to endure punishment is still far greater than that of mortal men. This Charm grants Dragon-Blooded additional health levels. Each
time this Charm is taken (up to the maximum of her Resistance
Ability), the Dragon-Blood gains one -1 health level and one -2
health level.
DRAGON-GRACED WEAPON
Cost: 1m
Minimums: Melee 2, Essence 2
Type: Supplemental
Duration: Instant
Prerequisites: None
Description: 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 fi lls 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 refl exive
(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.
GLOWING COAL RADIANCE
Cost: 2m
Minimums: Presence 3, Essence 1
Type: Simple
Duration: One Action
Prerequisites: None
Description: The blazing elemental fury of the Dragon-Blooded is such that lesser men are humbled by their mere presence. When this Charm is activated, the Dragon-Blood is surrounded by a nimbus of Essence with the color associated with her aspect. Anyone attempting to look at the Dragon-Blood or to make a melee attack against her
must score at least one success on a reflexive Willpower check. Even
if that roll is successful, any attack made on the Dragon-Blooded
before his next action suffers a dice penalty equal to the Dragon-
Blood’s Presence. This effect lasts until the Dragon-Blood’s next
action. The Charm affects only those individuals within yards a
number of yards equal to the Dragon-Blood’s Essence, and it doesn’t impair ranged attacks.
AUSPICIOUS FIRST MEETING ATTITUDE
Cost: 2m
Minimums: Presence 2, Essence 2
Type: Reflexive
Duration: 3 posts
Prerequisites: None
Description: This Charm can be used on a target only once, when the Dragon-Blood and the target fi rst 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.
PASSION TRANSMUTING NUANCE
Cost: 3m
Minimums: Presence 2, Essence 2
Type: Simple
Duration: 3 posts
Prerequisites: None
Description: The Dragon-Blood can transmute one strong passion (lust, rage or terror) into one of the other two. She must fi rst engage her target in conversation for a number of long ticks equal to 10 – her Essence, then her player rolls (Manipulation + Presence) against a difficulty equal to the target’s Essence, minus one for every point by which the Dragon-Blood’s Essence exceeds the target’s. If successful, the Dragon-Blood’s player gains two dice on all subsequent
social attack rolls against the target designed to play off the target’s
new emotional state. Also, a target who has been affected by this
Charm acts as if his Temperance Virtue had been reduced to 1 for
the duration of the scene.
FIRST MELEE EXCELLENCY—
ESSENCE OVERWHELMING:
Cost-1m per 2 dice
Minimum: (Ability) 1, Essence 1
Type: Reflexive
Duration: Instant
Description: The Dragon-Blooded can invoke this Charm when making a roll based on the relevant Ability. The Charm adds two
points to the roll for each mote spent. The maximum number of
points 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.
SECOND MELEE EXCELLENCY—
ESSENCE TRIUMPHANT
Cost: 2m per success;
Minimums: (Ability) 1, Essence 1;
Type: Reflexive
Duration: Instant
Description: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.
Equipment:
Most Fearsome Armor of the Fire Dragon
(ARTIFACT ••••)
Repair: 3
Wonders of the Lost Age, pg 84
Filtration Baffles*: +2 bonus to Resistance against poison or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per five minutes of air added to the tank).
Sensory Augmentation Visor*: By spending one mote per minute as a reflexive action, the wearer gains a +2 bonus to Awareness. Alternatively, the wearer can activate Essence sight at a reflexive cost of two motes per minute, which also automatically pierces any dragon armor cloaking device (allowing coordination of cloaked strike teams).
Exomuscular Fibers*: Doubles wearer’s ground speed; also grants bonus dots to Strength for feats of strength and inflicting damage with attacks:+3 (Fire)
Reinforced Gauntlets/Boots: As weapons, the gauntlets and
boots can parry lethal attacks without a stunt (as an exception to the standard N tag), and they have the following respective statistics:
Name Speed Acc. Damage Defense Rate Tags
Gauntlet 5 +1 +5B +2 3 N
Boot 5 +0 +6B -2 3 N
Cloaking Device*: By reflexively spending five motes per hour, the wearer can make the armor blur and fade from view. Players must succeed on a reflexive (Perception + Awareness) roll, difficulty 3 (while the wearer is moving) or 5 (while stationary)
for their characters to notice the cloaked character. Make a check when the cloaked character first comes into view, and make a new check whenever the wearer does anything to betray his location (such as attacking). Once a character succeeds in noticing the wearer, she can continue to track the armor as long as it stays in her line of sight, and she may attack it normally without needing further checks. If the armor leaves her sight, she must locate it again. While undetected, the wearer cannot be attacked with ranged attacks; those attacking him in close combat do so with the usual penalty for invisible opponents (-2 external penalty). While the cloaking device is active, the wearer and armor cannot be sensed through Essence detection alone. Therefore, the spirit Charm Measure the Wind feels nothing, while All-Encompassing Sorcerer’s Sight (see Exalted, p. 222) does not add the wearer’s Essence as bonus dice to locate the wearer.
Astrological Occlusion*: For a reflexive cost of five motes and one Willpower per day, the armor can envelop itself in a fluctuating matrix of Essence that distorts prophecy. With this field active, all divinations (whether thaumaturgical, Charm-based or otherwise) add two to difficulty when targeting the armor, its wearer or anything touching the armor.
Integrated Elemental Lens*: This weapon system functions exactly like non-integrated copies of the artifact (see p. XX).
Flame Talons (Fire only)*: For a reflexive cost of two motes per attack or flurry containing one or more attacks, the wearer can project curved beams of white hot plasma from the suit’s gauntlets. These claws have the following statistics: Speed 5, Accuracy +4, Damage +8L, Defense 2, Rate 3; Tags: M, N. Any flammable object struck by the claws instantly catches fire and burns fiercely. Although flesh is generally not flammable under these circumstances, most mundane clothing is. Attacked characters whose clothing bursts into flame will have to take a miscellaneous action to drop to the ground and put the flames out, lest they suffer the usual damage from exposure to a bonfire (see Exalted, p. 131).
Velocity Magnifier Engine (Fire only)*: For a reflexive cost of
two motes, Fire Dragon armor can briefly accelerate its wearer’s ground speed even further for one minute, from the usual x2 to a factor of x4. More impressively, the suit’s capacity for accelerated movement can be used to perform a magical flurry of two or three actions, none of which suffer multiple action penalties. This power as a reflexive cost of five motes.
----------------------
Daiklave (Artifact ••)
The daiklave is the singularly most common weapon of the Exalted. These swords are usually elaborately decorated and feature straight, double-edged blades over four feet long. These magnificent artifact weapons are forged from the best steel alloyed with one of the five magical materials. Their size makes them too cumbersome for mere mortals but in the hands of one of the Chosen they are perfectly balanced. Most daiklaves have a single hearthstone setting.
Speed: 4; Accuracy +2; Damage: +7L; Defense: +1; Rate: 3; Minimums: Strength 2; Cost: Artifact 2; Attune: 5; Tags: N/A
*Equipped with Crystal of Legendary Leadership
----------------------
COLLAR OF DAWN CLEANSING LIGHT (ARTIFACT •)
This artifact comes in a variety of forms—studded bands, chokers, torcs, collars, delicate necklaces and the like. Any piece of neck adornment is appropriate, and these items are still quite common today. Many of the Dragon-Blooded in the Second Age own and wear them when possible, not just for their useful properties, but also to show off.
The purpose of this collar is to keep its wearer clean in every respect. She could spend weeks living beneath a rubbish heap and emerge at the end as though she had just spent hours preparing for a grand ball. The artifact negates all penalties to Social rolls that would be applied due to the character being dirty or unkempt. Attuning to the collar extends its powers beyond the Exalt’s clothing to her physical body. The artifact’s cleansing light adds two dice to (Stamina + Resistance) rolls made against disease or poison. The collar requires the commitment of one mote of Essence to become active.
---------------------
HEARTHSTONE AMULET (ARTIFACT •)
Hearthstone amulets were common in the First Age because they allowed Exalted to carry hearthstones innocuously and inconspicuously. Each hearthstone amulet contains a setting for a single hearthstone. A character wearing such an amulet against her skin gains the basic benefits of a hearthstone—that is, the ability to regain Essence more quickly. However, a character can commit one mote of Essence to the amulet, and doing so causes the amulet to resonate and activates the hearthstone. If the character removes the amulet, the benefit dissipates. Hearthstone amulets are made in each of the five magical materials:
Jade: Jade amulets from the First Age are typically carved in abstract elemental shapes or representations of the Elemental Dragons. Post-Contagion jade amulets are of much cruder workmanship and usually show Immaculate symbolism. A Dragon-Blood who is attuned to a jade amulet set with a hearthstone regains one additional mote of Essence per hour.
*Equipped with Stone of Passion
------------------------
STONE OF PASSION (MANSE •)
This dark-purple teardrop improves the sound and quality of its bearer’s voice whenever the bearer speaks about a topic about which he cares deeply. The bearer’s player gains one additional die on all Charisma and Manipulation-based rolls that have to do with such topics.
*Equipped to Hearthstone Amulet
------------------------
GHOSTWALKER CRYSTAL (MANSE ••)
The bearer of this dark-blue octahedron becomes very difficult to follow. Increase the difficulty of any rolls to follow her or to hear or see signs of her passage by 2. However, this stone does nothing to conceal her scent and so hounds or other creatures that rely primarily upon smell can track the bearer normally.
*Equipped to Fire Dragon Armor
------------------------
JEWEL OF THE CELESTIAL MANDARIN (MANSE ••)
This transparent, faceted square stone glows with a faint violet light. The stone surrounds the bearer with a subtle aura of Essence that causes gods, demons and elementals to regard him as unusually dignified and well-spoken. This stone reduces the difficulty of all Social rolls the bearer’s player uses on such beings by 2 (to a minimum difficulty of 1). This aura is imperceptible to all other beings except gods, elementals and demons and so has no affect on any other creatures.
*Equipped to Fire Dragon Armor
------------------------
CRYSTAL OF LEGENDARY LEADERSHIP (MANSE •••)
This rounded, many-faced green triangle enhances the bearer’s ability to lead others. The bearer’s player gains one bonus success to any Presence, Performance or Bureaucracy rolls involving leadership or governance, as well as to any War rolls involving rallying troops.
*Equipped to Red-Jade Daiklave
Willpower: 5
Virtues
Valor[/u]-3
Temperance[/u]-2
Compassion[/u]-2
Conviction[/u]-3
Essence
Essence Score-2
Personal Essence-12
Peripheral Essence-28
Committed Essence-
Limit Break:
Virtue Flaw:
Soak:
Health[/size]:
-0-1
-1-3
-2-3
-4-1
Incapacitated: 1
Experience:
Property: