Campaign:Betrayal of the Light/Dragon Blooded Henchmen
Concept:Generic Combative Dragon Blooded.
Starting 100 years 250 years 400 years 550 years Strength ●● ●●● ●●● ●●●● ●●●●● Dexterity ●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Stamina ●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Charisma ●● ●●● ●●●●● ●●●●● ●●●●● Manipulation ●● ●●● ●●●● ●●●●● ●●●●● Appearance ●● ●●● ●●●●● ●●●●●● ●●●●●●● Perception ●●● ●●● ●●●●● ●●●●● ●●●●● Intelligence ●● ●●● ●●●●● ●●●●● ●●●●●● Wits ●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Essence ●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Valor ●●● ●●●●● ●●●●● ●●●●● ●●●●● Temperance ●● ●●●●● ●●●●● ●●●●● ●●●●● Conviction ●● ●●●●● ●●●●● ●●●●● ●●●●● Compassion ●● ●●●●● ●●●●● ●●●●● ●●●●● Essence+WP+Breeding. Essx4+WP+two highest virtues + Breeding. 19/38. 47 21/51. 96. +8/+16. 22/55. 116. +13/+26. +13 MDV. 23/59. 127. +15/+30. +15 MDV. 23/59. 136. +18/+36. +18 MDV. NEWBIE Soak 22, str 14, mobility -4. Goremaul 44b p. +1 acc, +1 def, rate 4. Health 7. Personal 19, Peripheral 23/38, Attunement 15. 100 y/o Grand Daiklaive 43l p. Accuracy 24 (32*), Parry DV 18 (22*), rate 6. Bashing 50, lethal 46, aggravated 22, health 22. Dodge DV 16, Parry DV 18 Essence 5 (15/96), Attunement 28, Commitment 53m3wp when leading a magnitude 12 unit, or 30m3wp solo. 250 y/o Grand Daiklaive 57l, Accuracy 35, Parry 26 (31*), rate 12. Soak 60 bashing, 55 lethal, 24 aggravated, health 23. Dodge 21 DV while airborne, Dodge MDV 26. Essence 6 (36/116 + 17/30), Attunement 27, Commitment 53m3wp when leading a magnitude 12 unit, or 30m3wp solo. Stealth Mode Stealth Cloak 23+5 autosux vs MDV. 74/116 + 2/30 400 Grand Daiklaive 59l, Accuracy 39, Parry 27 (32*), rate 13 Soak 64 bashing, 58 lethal, 24 aggravated, health 24. Dodge 23 DV while airborne, Dodge MDV 28. Essence 7 (47/127 + 22/30), Attunement 27, Commitment 53m3wp when leading a magnitude 12 unit, or 30m3wp solo. 550 Essence 7 (56/136 + 22/30), Attunement 27, Commitment 53m3wp when leading a magnitude 12 unit, or 30m3wp solo. Artifact 4 flight system, +4 dex and +4 DV. Skin-Like-The-Mountains Oil, for +10B/+12L. Dragon Parable Defense 5m1wp, add Essence to DV and MDV when celestial exalts are near. Dragon Vortex Attack 15m1wp. Chaos-Warding Prana 5m1wp, Leader 7. Terrestrial Hero Form: 5m. Essence x2 to bashing soak, Essence x1 to lethal soak. Jade Perfected Kata Bracer: Essence to bashing and lethal soak. Donning Spiritual Armor: 5m (from warstrider), +7 bashing and lethal soak. Essence Bite: 3m (from warstrider), +7 to melee damage. 5 dot flight array: +5 to dexterity, +5 to DV, while airborne. 400 y/o Soak 24, str 16, mobility -2. Grand Daiklaive 54l, +18 acc, +16 def, rate 14. +21 bashing soak, +14 lethal soak.
Awareness ●●● ●●●●● ●●●●● ●●●●● ●●●●●●● Craft ●●●●●● ●●●●●● ●●●●●●● Integrity ●●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Resistance ●●●●● ●●●●●● ●●●●●● ●●●●●●● War ●●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●●
Athletics ●●● ●●●●● ●●●●● ●●●●● ●●●●●● Dodge ●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Melee ●●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Presence ● ●●●●● ●●●●● ●●●●● ●●●●● Socialize ● ●●●●● ●●●●●● ●●●●●● ●●●●●●
Bureaucracy ●●●●●● Investigation ●●●●●● ●●●●● Larceny ●●●●● ●●●●● ●●●●● Martial Arts ●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Sail
Archery ●●●●● ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Medicine ●●● ●●●●● ●●●●● ●●●●● ●●●●● Performance ● ● ● ● ●●●●● Ride ● ● ● ● ●●●●●● Survival
Linguistics ●●●●● ●●●●● ●●●●● ●●●●● Lore ●●● ●●●●● ●●●●● ●●●●● ●●●●●● Occult ●●● ●●●●● ●●●●● ●●●●● ●●●●●● Stealth ●●●●● ●●●●●● ●●●●●●● ●●●●●●● Thrown
Integrity + ●●● Loyalty Archery + ●●● Bows Melee + ●●● In Formation War + ●●● Large Formations
(100 years) Martial Arts + ●●● Armored Dodge + ●●● Socialize + ●●● When With Friends Integrity + ●●● When With Friends
(250 years) Awareness + ●●●
New Terrestrial Charms
- Mass Combat Unit Boosts Summary: May spend 11m, reflexive, to activate Leading From Below, Roaring Dragon Officer, and Glorious Five Dragon Army. </br>
● The leader may use the terrestrial's War skill.</br> ● Each DB officer gives +1 Drill and +1 morale (to a maximum of War+Essence, for a celestial or pure-bred terrestrial leader).</br> ● Each DB counts as (War rating)x2 relays.</br> ● Air DBs grant +6 to Dexterity to move and dash speed.</br> ● Earth grant +6 to unit Armor and Health (per dot of Magnitude) and grant Hardness equal to half the boosted Armor.</br> ● Fire grants +6 to Close Combat Damage, or +12 vs units of Creatures of Darkness as a Holy effect.</br> ● Water grants +12 successes to Disengage or to the difficulty for an enemy to Disengage.</br> ● Wood adds 6 to Ranged Combat as well as allowing formation change in Step Two as a reflexive -1 DV action prior to resolution of an attack.</br> ● The unit gains a Might rating (overlapping, not stacking) equal to the number of distinct element types present (ie., up to 5.)</br> ● At Essence 7, these bonuses include from 6 to 7 and 12 to 14.</br>
- Elemental Internalization Technique: No longer suffer the 1m elemental surcharge fee.
- First Melee Excellency: Spend up to 4m for 8 dice.
- Portentious Comet Deflection: 3m1wp, may perfect block one blockable attack that is not enhanced by charms; thanks to Conflagration of Warding, may block magical or charm attacks of a lower Essence source.
- Conflagration of Warding: Permanent, Leader. Any number of dragon-blooded who witness the Portentious Comet Deflection may assist by saluting with their weapon and activating the charm for only 3m, each ally doing so raises the Essence of the block by 1, and allows blocking unblockable attacks.
100-year old Terrestrial Charms
- Surging Melee Mastery: Spend 6m and wp=number of times this has been used this scene. First Excellency costs reduced to 0 for remainder of action. (The point is to launch a flurry and also to boost defense.
- Glorious Birthright Font: Commit 3m, get +7 dice of damage to elemental effects.
- The Wind Turns: Gain a bonus to Personal Essence equal to total Magnitude of all dragon-blooded descendants, and Peripheral Essence equal to twice that.
- Oath of the Ten-Thousand Dragons: Increase MDV permanently (ignoring charm caps) equal to Integrity, with regards to one Intimacy (such as: Love and Serve the Dragon-Blooded Race).
- Dragon Parable Defense: 5m, 1wp. (aka Defense-From-Anathema Method) Increase DVs and MDVs by (Essence) when within 100 yards * Essence of a Celestial Exalt.
- LORE:' Elemental Concentration Trance, Elemental Empowerment Meditation
DODGE: Threshold Warding Stance, Hopping Firecracker Evasion, Virtuous Negation Defense, Smoldering Karma Strike, Third Dodge Excellency, Safety Amongst Enemies, Unassailable Body of (Element) Defense
INTEGRITY: First Integrity Excellency, Untiring Earth Meditation, Ten-Thousand Dragons Fight As One, Unflagging Vengeance Meditation, Inviolate Dragon Spirit, Chaos-Warding Prana
MELEE: Surging Melee Mastery.
WAR: Terrestrial War Enhancement, Enfolded in the Dragon's Wings, Blazing Courageous Swordsman Method, Phantom Warrior Horde, Ramparts of Obedient Earth, Excellence of the Dutiful Hero, Dragon-Seared Battlefield, Dragon Vortex Attack, Wrath-Directing Gesture (Follow 1m, Shield 6m), Blessed Dragon Champion
MARTIAL ARTS: Currents Sweep to Sea, Pounding Surf Style, Flow from the Rocks, Terrestrial Hero Form
250-year old Terrestrial Charms
- Refining the Inner Blade: Commit 3+m, 1wp, gain a Perfect elemental weapon, which attacks with all elements. May spend 1m per ally to also add the following elements to their weapon for the scene.
● Earth forces a roll of Dex+Ath (diff 4) to keep from falling. ● Fire adds +11L to the damage. ● Water adds three ticks before the target's next action. ● Holy adds a -1 penalty on all actions for the scene if they fail a Stamina+Resistance roll.
DODGE: Elemental Defense Technique, Evasive Elemental Dispersion (levels of lethal damage equal to Dodge, to anything within Dodge x5, plus elemental effect as per Elemental Bolt Attack)
MELEE: Dragon-Graced Weapon x3 (Fire, Earth, Water), Ghost-Fire Blade, Ringing Anvil Onslaught, Ordained Talon of Draconic Fury
RESISTANCE: Ox-Body Technique x1
LINGUISTICS: Language-Learning Ritual, Cipher Missive, Speech Without Words, First Linguistics Excellency, Wind-Carried Words Technique, Voices on the Wind, Poisoned Tongue Technique, With One Mind, Honored Ancestor Exhalation
SOCIALIZE: First Socialize Excellency, Third Socialize Excellency, Surging Socialize Mastery, Sweeten-the-Tap Method, Jade Defense, Wary Yellow Dog Attitude, Brother-Against-Brother Insinuation, Warm-Faced Seduction Style, Implacable Progenitor Mien (add MDV of all living DB descendants to own dodge and parry MDVs except against her own ancestors, subtract them from DB descendants versus her own social attacks)
400-year old Terrestrial Charms
AWARENESS: First Awareness Excellency, Sense-Riding Method
- All-Encompassing Earth Sense: 2m, can't be surprised by any means, while on the ground.
- Feeling the Dragon's Bones: 2m, sense everything touching the groudn in a radius of Awareness x 25 feet.
- Sense-Destroying Method: 4m, 1wp. Unblockable attack, line of sight, of Perception+Awareness+Essence, with an external penalty of the target's Perception. Number of successes is an internal penalty to the targeted sense's rolls or negation of that many wound penalty levels for disabling touch.
- Essence Disruption Attack: 10m (Essence +3), 1wp. Roll Awareness+Essence, diff 3, to analyze the target from 21 yards away (Ess x 3). If this roll succeeds, can then roll Willpower + Essence at the difficult equal to the taget's Essence. Each success over the target's difficulty increases the cost of all Charms and spells by one mote, plus 7. This surcharge is applied for 35 ticks (Essence x5).
- Earth Reclaims Her Bounty (Speed 7, -2 DV, shaping): Essence x10 yards, kills Ess1 beings harmlessly, anything else loses 1wp and 35 (or Essx7) motes. Anyone who uses Feeling the Dragon's Bones can then draw upon this essence.
- Terrestrial Circle Sorcery:* Emerald Countermagic, Summon Elemental. </br>
RESISTANCE: Ox-Body Technique x1
WAR: Elemental Dragon Vortex (upgraded, now inflicts Essence in damage levels instead of 1/2), As In The Beginning
550-year old Terrestrial Charms
- Life Brings Death Impalement: 73m, 0-2wp. 7 shots, incorporating Dragon-Graced Arrowx3 as the simple charm; the supplemental charms Excellence of the Dutiful Sorcerer adds the benefits of the mass combat unit he's being a Sorcerer for, Ravenous Thorn Technique ensures anyone hit will be taking burrowing damage in addition to poison, and Swallow Defends the Nest ensures 7 total attacks.
First Archery Excellency, Harvest of the Hunter, Unobstructed Hunter's Aim
- Dragon-Graced Arrowx3: Elemental, Leader, Supplemental. 2m, deals 22 levels of damage from being engulfed in fire for 1 action, delays for 3 ticks from water, and poisons for (Damage 22L/action, Toxicity 7, Penalty -0).
- Swallow Defends the Nest: Leader, 7m extra
- Life-Swelling Sap Strike:* (Holy, Leader, Supplemental): Vs undead, and creatures of darkness of lesser Essence, the shot deals aggravated damage.
- Ravenous Thorn Technique (3m supplemental): If the arrow deals damage at all, the arrow sprouts roots and creepers and deals 7L on the tick it hits and every 5 ticks thereafter, only affected by stamina and natural soak, and will inflict the additional damage 7 times, requiring a Dex+Med roll of diff 7)
- Excellence of the Dutiful Sorcerer: 5m supplemental, per Excellence of the Dutiful Hero.
Manses and Heartstones
(blank dragon blooded ability template
Awareness Craft Integrity Resistance War ●
Athletics Dodge Melee ● Presence ● Socialize ●
Bureaucracy Investigation Larceny Martial Arts Sail
Archery ● Medicine Performance ● Ride ● Survival
Linguistics Lore ●● Occult ● Stealth Thrown