WoA-DBWar
Enfolded in the Dragon's Wings (KEEP) Cost: 1m per ally affected; Mins: War 1, Essence 2; Type: Reflexive Keywords: Combo-OK, Elemental, Touch Duration: One day Prerequisite Charms: Terrestrial War Reinforcement It is difficult to achieve success as a military commander if one cannot avoid immolating one’s own troops. For each mote committed, the Dragon-Blood may temporarily render one soldier partially immune to the damaging effects of her elemental anima. Any damage inflicted on a protected soldier by the Dragon-Blood’s anima or by other elemental effects attributable to her aspect is reduced by the Dragon-Blood’s Essence. The nature of this Charm is such that a Dragon-Blood can only protect a mortal soldier who is considered at least nominally “under her command.” Therefore, neither bystanders nor fellow Exalts can be protected by it; a steed, however, is a valid beneficiary of this Charm. When the Charm is activated, all participants must be holding hands. With Essence 3+, add the Cooperative and War keywords. Exalted acting as special characters in a complementary unit with Magnitude less than their Essence rating may pay 1m per Magnitude dot to shield all members of the unit with this Charm (and all their mounts, in the case of cavalry). Each additional Exalt using the Charm this way cumulatively adds +1 to the highest Essence rating among them to determine if the unit can be protected, but all participants must commit motes equal to the unit’s Magnitude to do this. While an entire unit is protected, all members are shielded—even Exalted.
Tactics Mean Everything (REMOVE) Cost: 1+m; Mins: War 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Stackable, War Duration: One scene Prerequisite Charms: Any War Excellency Wise strategy is the cornerstone of victory, supporting the totality of other competencies. If this rock holds, so too will the forces a Terrestrial commands. All activations of this Charm stack, but the Exalt cannot commit more motes among all activations than his (War + 3). While the Charm is active and the Terrestrial commands a complementary unit with Magnitude 3+, he can use his War Excellency to enhance all attack and defense actions he orders that unit to take, regardless of the Ability used. He cannot add more dice to a roll this way than the number of motes committed to all activations of Tactics Mean Everything or (War + appropriate specialty), whichever is less.
Leading from Below (DETERMINE ROLE OF SPECIAL CHARACTERS IN UNITS) Cost: 2m; Mins: War 2, Essence 2; Type: Reflexive Keywords: Combo-OK, Cooperative, War Duration: Indefinite Prerequisite Charms: None Dragon-Blooded can lead, but they are more powerful when they serve. Any special character in a complementary unit who knows this Charm may activate it to enhance the unit. If the Terrestrial is the unit leader, he may choose any other special character in the unit as the target. If the Exalt is another kind of special character, he targets himself. Either way, the unit leader’s War rating increases to the target character’s War rating and the unit gains +1 Drill and +1 Morale from superior tactical coordination (to a maximum Drill and Morale of the unit leader’s current War rating, or [War + Essence] if the leader is a Terrestrial with Breeding 5 or a Celestial Exalt). A unit may benefit from multiple activations of this Charm by separate special characters to improve its Drill and Morale, but the unit leader’s War does not improve beyond the highest rating among contributing characters. This Charm remains active as long as the unit remains together.
Roaring Dragon Officer (DETERMINE ROLE OF RELAYS) Cost: 3m; Mins: War 3, Essence 2; Type: Reflexive Keywords: Combo-OK, Cooperative, Dynasty, War Duration: Indefinite Prerequisite Charms: Leading from Below When the Chosen of the Elemental Dragons issue orders, the soldiers under their command pay attention. Any special character in a complementary unit with Magnitude 3+ who knows this Charm may activate it to enhance the unit. For the duration of the Charm, that Exalt counts as (War rating) relays in addition to whatever other role she serves, and her unit may take a reflexive Signal Units action once per action tick to coordinate with allied forces. Unit leaders also add a number of bonus successes to all rally actions and rolls to avoid losing Endurance points equal to the number of special characters in the unit using this Charm. Special characters who are blood relatives to all other special characters in the unit double all benefits they provide by using this Charm (and count a unit leader who is a Celestial Exalt as a blood relative for this purpose). Roaring Dragon Officer remains active as long as the unit remains together.
Glorious Five-Dragon Army (CHANGE) Cost: 6m; Mins: War 3, Essence 3; Type: Reflexive Keywords: Combo-OK, Cooperative, Elemental, War Duration: One scene Prerequisite Charms: Roaring Dragon Officer The Elemental Dragons bless the armies led by their Chosen. Any special character who knows this Charm may activate it to enhance an infantry or cavalry complementary unit with Magnitude 3+ to which he belongs. The effect is based on that Exalt’s aspect. The benefits of different elements stack with one another, but a unit can apply each one only once. The Might of a unit blessed by this Charm increases to a minimum value of the number of separate elemental permutations of this Charm enhancing it (so a unit simultaneously enchanted by a Fire Aspect and Water Aspect becomes Might 2). If the unit’s Might already exceeds this value, this benefit does not apply. Terrestrials may use their Breeding in place of Essence rating when determining the bonuses provided by Glorious Five Dragon Army. • Air: Mela grants troops great swiftness and mobility. Add the Exalt’s Essence rating to the unit’s Dexterity to calculate base Move and Dash speeds before applying the formation multiplier. Cavalry units simply double their normal speed. Furthermore, the unit may perform Turn actions reflexively and automatically without a roll, though each turn imposes a -1 DV penalty as normal. If the Exalt has Essence 5+, the unit’s Dash actions automatically succeed without a roll and do not subtract from Endurance. • Earth: Pasiap provides durability, adding the Exalt’s Essence rating to the unit’s armor and providing a Hardness equal to half the unit’s boosted Armor rating. A Terrestrial with Essence 5+ also adds his Essence in extra levels to the unit’s health track at each dot of Magnitude. • Fire: The flames of Hesiesh spark in every raised blade, adding the Exalt’s Essence rating to the unit’s Close Combat Damage. A Dragon-Blood with Essence 5+ brings smoldering righteousness to the unit, doubling this bonus when attacking units composed of creatures of darkness as a Holy effect. • Water: The waves of Daana’d wash over enemies as a drowning tide and recede just as inexorably. This effect adds the Exalt’s Essence in bonus successes to the unit’s Disengage actions and adds the same value to the difficulty for enemy units to disengage from the enchanted unit. Essence 5+ doubles this value, all but ensuring automatic success or failure to escape, respectively. • Wood: A unit blessed by Sextes Jylis is dynamic and organic, able to change formation in Step Two as a reflexive -1 DV action ahead of incoming attacks rather than afterward. Additionally, the unit adds a number of bonus successes equal to the Exalt’s Essence on all rolls to change formation and half this value to its Ranged Combat Damage. With Essence 5+, the unit automatically succeeds on all rolls to change formation and adds the Exalt’s Essence rating to its Ranged Combat Damage.
From Eggs to (Element) Dragons (KEEP) Cost: 15m; Mins: War 5, Essence 3; Type: Simple Keywords: Combo-OK, Dynasty, Elemental, Training Duration: Two weeks Prerequisite Charms: Roaring Dragon Officer The grace of the Elemental Dragons uplifts the souls entrusted to their care. This Charm is actually a cluster of Charms, one per element. A Dragon-Blood must learn the version appropriate to her aspect before she learns any others. All of the permutations work similarly, in that they may be used to teach a unit of students with a Magnitude no greater than the instructor’s Essence rating. Each period of instruction requires 10 hours of instruction per day for two weeks straight. The beginning and end of each training regimen must fall inside the season that corresponds to the Charm’s aspect. Failing to teach to this exacting schedule does nothing for the students but waste their time. Any pupil who misses so much as a minute of the lesson derives no benefit. Each period of instruction may be spent to increase the student’s ratings in any of the traits listed for the specific Charm version by one dot as a Training effect, up a maximum of the Exalt’s own rating or his Essence, whichever is less. Non-extra students who are blood relatives of the instructor are limited only by the teacher’s rating in the trait. Trait listings are broken into basic, intermediate and advanced categories according to who can learn them from the Charm: anyone (basic), non-extras (intermediate) and Exalted (advanced). Celestial Exalted students are considered blood relatives for the purpose of this Charm and gain the instructed trait after studying only one hour per day for a week. Moreover, classes for Celestial Exalted are not limited by season. With an activation of this Charm, a Dragon-Blood can specifically target a willing Essence 4+ Celestial Exalt in her presence who knows a valid trait at an equal or better rating than herself. She may then begin an instruction period with a second normal use of the Charm any time before the targeted activation expires. If she does so, her patron’s Celestial Essence augments her teaching, allowing her to instruct any students as though they were Celestial Exalted. • Air: Basic: Linguistics (can teach only those languages the instructor knows; this is the only trait that may be conferred by any version of this Charm to students who do not share a language with the teacher), Thrown. o Intermediate: Any non-thaumaturgy specialty for Air Aspect Abilities, Stealth, Willpower. o Advanced: Lore, Occult, Wits. • Earth: Basic: Awareness, Resistance. o Intermediate: Any specialty for Earth Aspect Abilities, Mundane Crafts, Temperance. o Advanced: Integrity, War, Stamina. • Fire: Basic: Athletics, Melee. o Intermediate: Any specialty for Fire Aspect Abilities, Dodge, Valor. o Advanced: Presence, Socialize, Dexterity. • Water: Basic: Martial Arts, Sail. o Intermediate: Any specialty for Water Aspect Abilities, Bureaucracy, Conviction. o Advanced: Investigation, Larceny, Strength. • Wood: Basic: Archery, Survival. o Intermediate: Any specialty for Wood Aspect Abilities, Medicine, Compassion. o Advanced: Performance, Ride, Perception.
Army-to-Mob Assault Cost: 3m; Mins: War 3, Essence 2; Type: Supplemental Keywords: Combo-OK, War Duration: Instant Prerequisite Charms: Leading from Below To be a hero is to be a target. This Charm can enhance any attack using any Ability aimed at a special character in mass combat. The attacker may be a complementary unit as a whole, a special character within that unit or a solo unit. Regardless, the enhanced attack ignores the usual penalty for a called shot on the special character as well as all penalties for extended range or distracting environmental conditions. This Charm may be used by special characters to interfere with a mid-battle duel by attacking an enemy champion, but otherwise has no use in personal combat. Army-to-Mob Assault may be placed in a Combo with Charms of other Abilities.
Excellence of the Dutiful (Role) Cost: 5m; Mins: War 5, Essence 3; Type: Supplemental Keywords: Combo-OK, War Duration: Instant Prerequisite Charms: Army-to-Mob Assault Those with lesser rank are not necessarily lesser. This Charm is actually two Charms, one for heroes and one for sorcerers. Characters may learn both. Whenever a Terrestrial makes a separate attack as the appropriate type of special character using any Ability, he may activate this Charm to enhance the action. Doing so improves the attack with the benefits of the unit’s Close Combat Rating, Ranged Combat Rating, Close Combat Damage, Ranged Combat Damage and Might as appropriate, applying these bonuses in the same way that they improve the unit’s own attacks. This Charm may be placed in a Combo with Charms of other Abilities.
Blessed Dragon Champion Cost: 8m, 1wp; Mins: War 5, Essence 3; Type: Reflexive Keywords: Combo-OK, Dynasty Duration: One Duel Prerequisite Charms: Excellence of the Dutiful Hero Those who step forward as righteous champions of their armies never truly stand alone. This Charm may be activated by any Terrestrial acting as a champion in a mid-battle duel. For the duration of the duel, he accepts the limit of his War rating to use his other Abilities as though he were leading a complementary unit. In exchange, however, his actions gain the usual modifiers his unit receives from its traits whenever he is attacking or defending against the enemy champion. The unit’s Might does not add to his Essence to resist effects, but the unit’s Might is considered one dot higher if the Exalt is a blood relative of every member of his unit. Magnitude modifiers are based on the relative Magnitude of his unit and the unit whose champion he is dueling. This Charm may also be activated by a special character in a complementary unit during a duel to enhance a Celestial Exalted champion from the Terrestrial’s unit. If multiple effects allow an individual to enjoy the benefits of a unit while acting as an individual, these do not stack. A second purchase of this Charm requires Essence 5+, but allows an Exalt using it to activate the nonpermanent Dragon-Blooded Charms or Terrestrial Martial Arts Charms known by special characters in his unit as though he knew them, provided he meets their trait minimums. Borrowed Charms terminate along with Blessed Dragon Champion when the duel ends. This power is not conferred if the Charm enhances a Celestial champion.
Tireless Footfalls Cadence Cost: 2m per fang; Mins: War 3, Essence 2; Type: Simple Keywords: Combo-OK, Cooperative Duration: Varies Prerequisite Charms: Enfolded in the Dragon’s Wings From lowly fanglords to the greatest generals, all Dragon-Blooded officers are gifted at motivating the soldiers under their command into extraordinary feats of endurance. With this cooperative Charm, one or more Dragon-Blooded begin a rhythmic cadence of some kind, such as a fighting song or a call-and-response chant. The affected soldiers find that their packs lighten, their resolve stiffens and their morale improves. As long as the Exalt maintains the Charm, her unit gains a number of automatic successes on fatigue checks equal to her Essence – 2 (minimum 1). Also, the unit’s movement rate is doubled. The Charm can be used to affect only infantry units, and a single Dragon-Blood can affect only a number of fangs (10 soldiers) equal to (her Essence + 2). If multiple Dragon-Blooded activate this Charm together, each participant can affect a number of fangs equal to (his Essence + 2), and the total number of automatic successes gained on fatigue checks is equal to (the combined Essence of all participants – 2). The maximum number of participants who can join in a single cooperative use of this Charm is equal to the highest permanent Essence of any participant. The Essence spent is committed for the duration of the Charm, which can last for a number of hours equal to the lowest permanent (Essence + Stamina) total of any participant. This may be used to affect entire units, but it must affect every members of the unit in question.
Ar,mor-Hardening Concentration Cost: 2m per person; Mins: War 2, Essence 2; Type: Simple Keywords: Combo-OK Duration: One scene Prerequisite Charms: Enfolded in the Dragon’s Wings The Exalt focuses, invoking the durability of the Earth as an enchantment on his armor. The degree of benefit is determined by the composition of the armor as described in the following chart, as armor that is more durable to begin with can more easily resist having its nature altered by Essence. The Exalt can also extend this benefit to any ally within a number of yards equal to his (Essence x 3) by paying the same cost for each ally protected. A character can benefit from the application of this Charm only once during a scene, and the Charm ends prematurely if the armor is removed for any reason before the end of the scene.
Armor Type Soak Bonus Non-Magical Armor 1L/2B Magical Armor 2L/2B Jade Armor 2L/3B White Jade Armor 3L/3B With Essence 3+, add the Cooperative and War keywords. Exalted acting as special characters in a complementary unit with Magnitude less than their Essence rating may pay 2m per Magnitude dot to shield all members of the unit with this Charm (and all their mounts, in the case of cavalry). Each additional Exalt using the Charm this way cumulatively adds +1 to the highest Essence rating among them to determine if the unit can be protected, but all participants must commit motes equal to the unit’s Magnitude to do this. While an entire unit is protected, all members are shielded—even Exalted. This benefits the unit's Armor rating.
Phantom-Warrior Horde Cost: 2m; Mins: War 2, Essence 2; Type: Reflexive (Step 3) Keywords: Action-Only, Combo-Basic, Elemental, Obvious, War Duration: Instant Prerequisite Charms: Enfolded in the Dragon’s Wings The wise commander knows that sometimes the appearance of superior numbers is as valuable as actually having enough troops to outnumber the enemy. This Charm allows a Dragon-Blood to fashion illusory troops from her aligned element. The area around the Dragon-Blood appears to be filled with warriors fashioned out of the element to which he is aspected. Although the Charm is Elemental in nature, there is no difference in its effects beyond cosmetics. For example, fire warriors appear to be formed of smoke and embers, while earth warriors appear to be made of dust, and wood warriors of leaves and grass assembled into a roughly humanoid shape. While the phantoms are illusory, they are also quite intimidating, and the player of any enemy of the Dragon-Blood in the area must successfully roll his character’s Valor or suffer a -1 internal penalty on all dice pools through his next action. Mortals must score as many successes on the Valor roll as the Dragon-Blood’s War rating, while beings with an Essence higher than 1 need only a single success. The phantom warriors are spread out over an area with a radius equal to the Dragon-Blood’s (permanent Essence x 10), and they affect everyone in that area who is not allied with the Dragon-Blood who created them. If the Charm is deployed in mass combat, the opposing force must make an immediate rout check at a -1 penalty. If the roll is successful, the opposing force suffers no other penalty.
Blazing Courageous Swordsmen Inspiration Cost: Varies; Mins: War 3, Essence 2; Type: Simple Keywords: Combo-OK Duration: One scene Prerequisite Charms: Phantom-Warrior Horde The Dragon-Blooded were fashioned by the five Elemental Dragons to serve as the ultimate troop leaders, and this Charm symbolizes their ancient responsibility of looking after their troops. The Dragon-Blood spends one mote per warrior that she commands, and each soldier gains one additional -0 health level for the duration of the scene. The maximum number of troops who can be affected by this Charm is equal to the Dragon-Blood’s (Essence + War). The participants must all hold hands while the Charm is activated. When the Charm ends, reapply each beneficiary's current damage to his normal health track. With Essence 3+, add the Cooperative and War keywords. Exalted acting as special characters in a complementary unit with Magnitude less than their Essence rating may pay 1m per Magnitude dot to enhance all members of the unit with this Charm. Each additional Exalt using the Charm this way cumulatively adds +1 to the highest Essence rating among them to determine if the unit can be protected, but all participants must commit motes equal to the unit’s Magnitude to do this. While an entire unit is empowered, they have an additional health level at every dot of Magnitude.
Ramparts of Obedient Earth Cost: 2m per cubic yard; Mins: War 4, Essence 3; Type: Reflexive Keywords: Action-Only, Combo-OK, Obvious, Shaping Duration: Instant Prerequisite Charms: Phantom-Warrior Horde To the Children of Pasiap, the battlefield is clay to be shaped according to the demands of military tactics. With this Charm, the Dragon-Blood can stamp his foot or smite the ground with his fists, and the earth responds to its master. Up to a cubic yard of dirt or similar earthy material per 2m spent can be shaped to the Dragon-Blood’s will; the total volume of material to be shaped must be contiguous. The earth can be wrenched up and compressed to form a crude barrier capable of providing cover against arrows or disrupting a cavalry charge or an infantry formation. It can be compressed beneath the feet of an advancing force, requiring all those caught within the resulting sinkhole to succeed on a (Dexterity + Athletics) to avoid knockdown (difficulty of the Exalt's Essence rating). An entire unit may be knocked down if the pit or trench is large enough. Finally, the Charm can be used for excavation, as the Exalt tunnels into the ground, compressing the earth away from him and leaving rock-hard tunnel walls in his wake. The compressed earth has a soak of 5L/8B and a Hardness of 4. Each area roughly a yard thick requires 20 health levels to damage and 30 to destroy. The Charm can be used to manipulate dirt, sand, pebbles and even mud, but it has no effect on actual rock of any density. With Essence 4+, the Terrestrial can shape 10 cubic yards per 2m and can mold rock, allowing more grandiose constructions and excavations. Modifying terrain can affect the cover provided and how swiftly units may move over it as appropriate to the resultant landscape.
Dragon-Seared Battlefield
Cost: 8m; Mins: War 4, Essence 4; Type: Simple Keywords: Cooperative, Elemental, Obvious, War Duration: One scene Prerequisite Charms: Blazing Courageous Swordsmen Inspiration, Ramparts of Obedient Earth The Dragon-Blood can impose his elemental anima on a large area equal to his (Essence x 50) yards in radius and centered on any outdoor location within his line of sight; this area can be reduced at the whim of the Exalt. Anyone who comes within this area suffers an environmental external penalty on all actions equal to half the Dragon-Blood’s War Ability rating, as earth tremors, rainstorms, snow flurries, clouds of acrid smoke or simply fast growing briar patches spring into existence to harry those caught within. The exact effect depends on the Dragon-Blood’s aspect, but the environmental penalty is the same, regardless of aspect. Dragon-Blooded of the same aspect as the one who invoked the Charm are immune to the environmental penalty, as are any individuals attuned to him through the Charm Enfolded in the Dragon’s Wings. Dragon-Blooded of other aspects are immune if their anima banners are at the 8+ motes level. This is a cooperative Charm, and multiple Terrestrials who know the Charm can activate it cooperatively to increase its effects. When they do, the area affected is equal to the combined (Essence of all participants x 100) yards, and the external penalty imposed is equal to half the highest War Ability rating of any participant, plus one for each additional participant. The maximum number of participants is equal to the permanent Essence of the Dragon-Blood who has the highest War Ability rating. Other Dragon-Blooded are immune to the environmental effects if they share the same aspect as any participant to the activation of this Charm, as are mortal soldiers protected by the use of Enfolded in the Dragon’s Wings by any participant.
Dragon Vortex Attack Cost: 15m + 1wp; Mins: War 5, Essence 5; Type: Simple Keywords: Cooperative, Elemental, Obvious, War Duration: One scene Prerequisite Charms: Dragon-Seared Battlefield This Charm is identical to Dragon-Seared Battlefield except as follows: In addition to the environmental penalty imposed on all persons caught on the battlefield when the Charm is invoked, the Dragon-Blood can direct the raging miasma of elemental energy to injure his enemies. On the tick that this Charm is activated, everyone within the area of effect suffers an environmental effect of (Essence rating)L dice of damage per action with Trauma (Essence rating). This damage takes the forms of flying shards of stone or razor-sharp ice, swirling gouts of flame or steam, or even explosions of needles from enormous thorn bushes that spring from the ground. The damage cannot be dodged or parried except with perfect effects. The Dragon-Blood who initiates the Dragon Vortex Attack is immune to its effects, as are any Dragon-Blooded of the same aspect and any Dragon- Blooded regardless of aspect whose anima banners are at the 8+ motes level. If the Dragon-Blood who invokes this Charm has protected mortal soldiers with Enfolded in the Dragon’s Wings, they too are immune to the vortex. If several Dragon-Bloods who know this Charm use it cooperatively, their combined Essence is used to calculate the radius of the damage, and the damage inflicted is equal to the highest Essence of any participant plus one for each additional participant, in addition to the combined environmental penalty described under Dragon-Seared Battlefield. Also, if the participants have different elemental affinities, every Dragon-Blood within range who shares affinity with any participant is immune to the Charm’s effects, as is every mortal soldier who is protected by an application of Enfolded in the Dragon’s Wings used by any participant. Therefore, if an Air Aspect, a Water Aspect and a Wood Aspect combine their powers to invoke the Dragon Vortex Attack, the radius would be equal to their (combined Essence x 100) yards. Every Dragon-Blood within range who was an Air, Water or Wood Aspect would be immune, every Fire or Earth Aspect would be affected normally, and every mortal soldier who was protected by Enfolded in the Dragon’s Wings by any of the three Dragon-Blooded would be immune. The maximum number of participants in the application of this Charm is five, so, common military practice is to have one participant of each aspect, thereby ensuring that every Dragon-Blood within the Vortex radius would be immune. At Essence 6+, if this Charm is purchased a second time, it adds the Holy keyword, inflicting aggravated damage to creatures of darkness. At Essence 7+, the environmental effect inflicts levels (not dice) of damage.
Wrath-Directing Gesture Cost: 1m; Mins: War 4, Essence 4; Type: Reflexive Keywords: Combo-OK, Obvious, Purity 3, Shaping Duration: Instant Prerequisite Charms: Dragon- Seared Battlefield The Dragon-Blood holds out his hand toward an instance of Dragon-Seared Battlefield or Dragon Vortex Attack he created and can currently perceive. With each purchase of Wrath-Directing Gesture, the Terrestrial learns one of the telepathic commands listed here, some of which require higher Essence minimums, can target only a Dragon Vortex attack and have a higher cost. Each activation issues one order. • Drift: The field moves in whatever direction the Exalt indicates, traveling at any velocity up to its creator’s base Move speed. It maintains course and speed until given a new direction. • Follow: The field attaches itself to a target individual, unit, object or vehicle within it. It constantly relocates to center on that target and stays affixed until given new instructions. While anchored to its creator, a field increases its duration to Indefinite. • Sculpt: The field changes its size and shape, instantly assuming any form the Exalt can imagine that fits inside its maximum allowed radius. • Shield: Essence 5; vortex only; Cost: 6m. If within the field, the Exalt directs it to flare in Step Two as a defense against an attack originating from outside the vortex. Any fellow officer can pay the cost on his behalf, even those who don’t know the Charm. The flare makes the field’s outer edge indestructibly solid for a moment. Area attacks larger than the field affect everything around it normally, but do not penetrate the barrier. The fact that the vortex tends to destroy whatever it “protects” constitutes a unique flaw of invulnerability on this perfect defense. • Teleport: Essence 6; vortex only; Cost: 10m, 1wp. The Exalt teleports to the center of the field as a Leader effect (any fellow officer can pay this cost on his behalf, even those who don’t know the Charm). He arrives as close to the center as physically possible and can’t teleport if there is insufficient vacant space to accommodate his arrival.
As In the Beginning Cost: 50m, 5wp; Mins: War 7, Essence 7; Type: Simple (Speed one hour, DV -3) Keywords: Elemental, Martyr, Obvious, Purity 5 Duration: One scene Prerequisite Charms: Dragon Vortex Attack In the time before humanity, primeval Creation rumbled with the aftershocks of its making and the roars of the Elemental Dragons. So may it be again when the mightiest among the Dragon-Blooded host unleash their fury upon the world. Upon activating this Charm, elemental forces spread out for one hour to herald impending doom. Unless stopped by the mercy or death of the Exalt, this buildup concludes with a disaster appropriate to her aspect over an area with a radius in miles equal to her Essence, centered up to a number of miles away equal to her Essence. In the outer half of this radius, the effects impose significant penalties and undesirable conditions for the scene. Within the primary core of the disaster, the power of the Elemental Dragon manifests directly for one attack. All damage caused by this Charm is considered to be environmental damage; barring protection from such catastrophes, only a perfect parry or dodge can avoid the dragon’s wrath. Storytellers should feel free to assess other logical indirect effects as appropriate to the stated effects of this Charm. A Martyr activation of this Charm cannot be prevented once set in motion. It subsumes the Exalt’s body and soul alike into her progenitor Dragon. • Air: The sky darkens with sudden roiling clouds, drenching everything in the radius with torrential rains. In addition to causing flash flooding, visibility is reduced to none and all non-reflexive actions in the area suffer a -5 external penalty from distraction. Within the primary core, the iconic presence of the Elemental Dragon of Air coils downward and sucks everything into the lightning-blasted typhoon, inflicting 100B piercing damage on everything in a column as high as the sky itself. • Earth: The land shakes and grinds horrifically throughout the radius, while the center tears apart in the yawning chasm of the Earth Dragon’s jaws. All in the area of effect suffer knockdown each action that they remain in contact with the earth, unless they are aided by some form of supernatural balance. Everything that falls into the chasm is crushed for 120B piercing damage, after which any survivors must climb over 500 yards up the walls of the crater. Use of this effect at sea triggers a massive suction whirlpool, which causes rough seas for seaworthy vessels (and a -2 external penalty to crewmembers), but imposes the effects of a hurricane at sea on all swimmers (see Exalted, p. 155). Damage inside the whirlpool is the same as for a sinkhole. • Fire: A stream of molten magma explodes up from the deepest bowels of the earth as the iconic presence of the Dragon of Fire flies to the surface, incinerating everything in its path. Where it erupts, it sends clouds of ash and soot that impose a -5 external penalty. Inside the central half, the geyser inflicts 75L piercing damage and reaches aerial targets up to 500 yards above. This effect works equally well at sea, leaving behind a small island when the lava cools. • Water: Usable only at sea or over sufficiently large bodies of water, this effect boils and shapes the waves into a towering tsunami avatar of the Elemental Dragon of Water. This super-wave is not limited to the central half, but instead inflicts 100B piercing damage on everything in its range and everything flying above the waters up to 500 yards high. Afterward, the spray and churning waters impose a -3 external penalty, on top of the usual effects of tempest-wracked waves for swimmers (see Exalted, p. 155). • Wood: The emerald coils of the Elemental Dragon of Wood writhe over land and sea, trailing sudden growth of thorny vines or tangling seaweed erupting over the entire area. The full radius of the Charm becomes indefinitely impassable until the dense vegetation can be cleared. Treat the entire area as extreme terrain with actual barricades, with the same rules assessed against individual travelers. This growth paralyzes units and naval vessels on the battlefield as it grows around them. Although characters do not suffer immediate damage from the vines, structures across the entire radius suffer 30B piercing damage from the roots tearing apart foundations and pulling down walls. Worst of all, the plants in the core bloom with deadly pollen comparable to coral snake venom. Although flying characters are safe from the vines, the pollen cloud reaches 300 yards into the air.