Melee Charms

 

Dragon-Graced Weapon

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 2

Prerequisite Charms: None

The character with Dragon-Graced Weapon can impart special properties to the melee weapon in hand by merely concentrating for a moment. The effect on the character’s weapon is based on his elemental aspect, as described below. This effect is instantaneous; the Exalt must pay Essence for every attack, and he must do so before making his attack roll.

Air: Fierce winds surround the weapon, knocking your foe off his feet. A successful hit means the enemy takes normal damage and her player must succeed at a Dexterity + Athletics roll at difficulty 2 or have her character knocked prone.

Earth: A thunderous shaking of the earth accompanies the weapon’s strike. The enemy loses two dice from all dice pools for physical actions until he’s done with his next turn.

Fire: The target bursts into flames and, on his next action, must soak another 4L damage from fire. This damage is separate from the normal attack and without any extra successes added. The fire gutters out after one turn.

Water: The target is gripped in a drowning embrace. Next turn (or this turn, if he hasn’t acted yet) subtract 3 from his initiative total as struggles to clear water from his lungs and throat.

Wood: Thorns cover all the striking surfaces of the weapon, and it increases the damage of the attack by +2L.

 

Ghost-Fire Blade

Cost: 2 motes

Duration: Instant

Type: Supplemental

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Dragon-Graced Weapon

Ghosts and dematerialized spirits cannot be hit by ordinary weapons. Though many powerful weapons can strike those immaterial beings, warriors caught without that kind of armament are in great danger when facing spirit foes. This Charm allows a Dragon-Blooded warrior to call upon the Dragon of Fire to enchant his weapon, allowing it to strike immaterial creatures normally. The character must spend the Essence and activate the Charm before making her attack, and her player must still roll to hit the creature as if it were material. This Charm provides no additional bonus beyond allowing the character to hit dematerialized spirits.

 

Refining The Inner Blade

Cost: 3 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 4

Minimum Essence: 3

Prerequisite Charms: Dragon-Graced Weapon

With a few seconds’ concentration, the Exalted can conjure up a weapon created entirely from his favored element. This weapon has the same qualities as an ordinary weapon of its type; it also has the qualities of a weapon enchanted by the Dragon-Graced Weapon Charm. As the weapon is created out of raw elemental matter and Essence, it does not last for long, but a combatant can be sure that it will remain intact until the end of his current battle. When the scene ends, the elemental weapon dissipates, evaporating into a sparkle of light and a whiff of the character’s aspected element. The conjured weapon can be any sort of melee weapon.

 

Stoking Bonfire Style

Cost: 1 mote per two dice

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: None

The Exalt with this basic Charm learns how to lend the ferocity of fire to his weapon’s blows. His hand becomes steadier, and his strike truer. Add two dice to the character’s Melee dice pool for every mote spent; however, a Dragon-Blood cannot more than double his Melee Ability with this Charm. The player must declare that his character is using this Charm and spend the Essence before making the attack roll.

 

Portentous Comet Deflecting Mode

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Stoking Bonfire Style

This particularly costly Charm is also particularly effective. Fiery sparks leap from the Exalted’s weapon, interposing themselves between the Exalt and a potentially deadly blow. Spend the necessary Essence and roll Dexterity + Melee after an opponent’s hand-to-hand attack. If even one success is achieved, regardless of how many successes the Dragon-Blood’s opponent achieved, the attack is blocked completely. The Charm may be invoked after the opponent’s player makes his attack roll. This Charm provides no protection against sorcery or attacks enhanced by Charms.

 

Deadly Wildfire Legion

Cost: 1 mote per 2 dice + 1 mote per subject

Duration: One scene

Type: Simple

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Stoking Bonfire Style

With this Charm, you briefly empower a group of your allies to attack at greatly improved effectiveness. They are surrounded by a fiery halo when this empowerment occurs, and the tips of their weapons scorch the air as the blades cut through their opponents’ defenses. You may ensorcel one ally per mote spent, to a maximum of your Essence Trait; you must spend additional Essence to improve their Melee Ability, by two dice per mote spent. You cannot add more dice to your allies’ Abilities than you have in Melee, nor can you more than double their effective Melee.

 

Threshing Floor Technique

Cost: 2 motes + 1 mote per targeted ally

Duration: One turn

Type: Simple

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Stoking Bonfire Style

There is a practical limit, imposed by geometry and space, on the number of people that can attack a single target at once. Although it is unlikely that a Dragon-Blood has ever participated in grain threshing, this technique was so named due to its similarity to that activity. Only five foes can possibly effectively attack a single target simultaneously, and that number is greatly reduced should a target find himself in a defensible position ― his back against a wall, for instance, or standing between two trees. With Threshing Floor Technique, the only limit to the number of attackers that can assault a single foe in one turn is the amount of Essence the Dragon-Blooded spends. The Exalt designates a target and spends 2 motes of Essence to activate the Charm and 1 mote of Essence per attacker. Then, so long as an attacker is within her ordinary movement distance from the target (that is, [Dexterity + 12] ÷ 2 yards), she may make a melee attack at the designated target on her normal action; she dashes in, makes an attack normally and then pulls back to her previous position. Characters so empowered are not required to attack the target on their action, though, if they do not, the Essence spent to enable them to do so is still lost. Likewise, if the target is slain, Essence spent to empower characters who never got their shot is also still lost.

 

Ringing Anvil Onslaught

Cost: 8 motes

Duration: Instant

Type: Extra action

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Threshing Floor Technique

With this Charm, a Dragon-Blooded character can keep a foe entirely off-balance until he is slain, if his skill is sufficient to the task. The Exalt using Ringing Anvil Onslaught designates a single target, and his player rolls the character’s Melee Ability (no Attribute is added). For each success, the Exalted gains an extra attack against the target this turn. The Dynast cannot gain more extra attacks than his Melee.

 

Fire Incites Water To A Riot Of Clouds

Cost: 2 motes + 1 mote per turn beyond the first

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 3

Prerequisite Charms: Dragon-Graced Weapon

Seen by some as a refinement of Dragon-Graced Weapon, Fire Incites Water to a Riot of Clouds allows the Dragon-Blood to channel her connection with the element of fire through a metal weapon and into a body of water to generate a large volume of steam. The moment the Exalt activates this Charm and plunges her weapon into a body of water at least two feet deep, huge roiling clouds of white steam surge from the water around the Dragon-Blood’s weapon. This steam isn’t particularly hot and cannot be used to scald others, but it is highly effective at dampening opponents and creating a dense, billowing curtain of fog through which enemies cannot see. Due to its thickness, this fog is equal to fog at night on the visibility table, limiting those caught in it to a maximum of three yards of murky visibility. The Exalt’s weapon generates another 10 yards of steam each turn it remains in the water. The steam will tend to roll away from the Dragon-Blood, and in the absence of any prevailing wind, the character can make a Willpower roll (difficulty 3) to control which direction the cloud of steam billows.

Using this Charm to supplement an attack on a water elemental inflicts aggravated damage.

 

Blinding Spark Distraction

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Dragon-Graced Weapon

It is common in the course of combat for clashing weapons to give off sparks. This Charm gives the Exalt the ability to elicit a strategic spray of sparks into her opponent’s face any time their weapons clash.

The Dragon-Blood can use this Charm any time she parries an opponent’s metal weapon with her own or whenever her weapon hits anything metal or stone in the course of combat. Essence multiplies what would normally be a few flying sparks into a crackling blue and gold spray aimed right into her opponent’s eyes. The opponent will be blinded the following turn, subtracting two successes from all attack rolls made for him. The player of the target of the spray of sparks gets a reflexive Wits + Dodge roll to have his character turn away from the spray of sparks. If the roll succeeds, the Exalt is down only two dice on his next turn’s attack roll instead of two successes.

 

Spirit-Branding Blade Technique

Cost: 4+ motes

Duration: Essence in days

Type: Supplemental

Minimum Melee: 4

Minimum Essence: 3

Prerequisite Charms: Ghost-Fire Blade

The Dragon-Blood channels Essence to her weapon on an attack, and if that attack succeeds, not only does the Exalt cause lethal damage with the blow, she also marks the target with a smoking brand that can lead the Exalt to her target should the target escape. The brand is difficult to hide and smolders through any clothing or fur that hides it. While the brand cannot burn through metal armor, it can make the armor tremendously hot — so much so that it’s intensely uncomfortable to wear next to the skin. Every three turns the target keeps the mark covered with armor, he suffers one level of bashing damage (which may be soaked as normal). This mark is plainly visible to all who see it, including mortals (who see it as a red and inflamed tattoo), but the brand also remains visible if the target becomes invisible or takes on a new form (making it very helpful when dealing with Fair Folk and Lunar Exalts). While marked by the spirit brand, the target cannot lose his pursuers using non-supernatural evasion techniques, and his player suffers a three-die penalty to all Stealth and Survival rolls.

A trail of black spirit smoke pours from the brand, which is visible to any who can perceive dematerialized spirits or Essence effects. This plume of smoke rolls in the direction the target traveled. It cannot be touched or smelled, nor can it be dissipated by wind, by hands or bodies passing through it or by any natural means. The burning mark is usually in the shape of the Dragon-Blood’s weapon, although some advanced combatants have learned to deliver a more personalized brand.

 

Style-Countering Meditation

Cost: 5 motes

Duration: Varies

Type: Simple

Minimum Dodge: 4

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: None

This Charm allows the Dragon-Blood to adapt perfectly to an opponent’s combat style. By watching and analyzing an opponent in combat for no fewer than five turns (during which she can do nothing else), the Exalt reads the subtle strengths and flaws in the target’s fighting technique and adjusts her own combat style accordingly, exploiting the target’s weaknesses and defending against particular strengths. Roll Intelligence + Melee (or the appropriate Ability). This Charm lasts three turns plus two turns per success, during which the Dragon-Blood gains a bonus of one die per point of permanent Essence on all Dodge and Melee rolls made by her character against that one studied target.

Versions of this Charm exist that use Brawl or Martial Arts in place of Melee, but the minimum requirement of 4 remains the same, and all versions require Dodge 4. The Melee, Brawl and Martial Arts versions of this Charm must be learned separately. These versions are still Melee Charms. They simply analyze an enemy’s use of different combat Abilities.

Due to the complexities and mental demands involved in reading and analyzing a target so thoroughly, the Exalt can use this Charm no more times in a scene than she has points of Intelligence. This is a dice-adding Charm.

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