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Even the smallest eddy of air carries volumes of information. An Immaculate of the Air Dragon can attune himself to the smallest
variances in temperature and speed of the air around him, using the wind as his sight. When this Charm is active, the Immaculate can
operate perfectly, blindfolded or in pitch darkness, as long as he is surrounded by air. He never suffers from unexpected attacks unless he
is so beset with foes that he cannot avoid all the blows (when surrounded by multiple opponents). When used outside of combat, the
Dragon-Blood may add a number of dice equal to his Essence to any Awareness roll as long as the focus of his attention is within a
number of yards equal to his (Essence x 10).
Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Reexive (Step 1) Keywords: Combo-OK, Leader Duration: Instant Prerequisite
Charms: Air Dragons Sight
Moving with a grace available only to the wind itself, the Air Immaculate is able to act and regain her composure and balance more quickly
than most of her opponents. She reduces the Speed of any single Martial Arts attack by one, to a minimum of three.
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Breath-Seizing Technique
Cost: 4m; Mins: Martial Arts 3, Essence 1; Type: Simple Keywords: Crippling, Combo-OK, Stackable Duration: (Martial Arts) actions Prerequisite Charms: Air Dragons Sight
Such is the martial artists command of the wind that he can drive it from his opponents lungs. With a series of properly placed blows, the Immaculate strikes meridians that contract and immo- bilize the lungs, denying his
opponent breath. If the attack is successful, it inicts no damage. Instead, roll the Immaculates (Strength + Martial Arts + Essence) against a difculty of the targets Stamina. Each net success inicts a cumulative -1 internal
penalty on the target, and if penalties ever double the targets Stamina, the target is rendered unconscious.Creatures who do not need to breathe, such as automatons, the undead and spirits or targets using magic to obviate
that need, are unaffected by this Charm.
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed 5) Keywords: Combo-Basic, Obvious Duration: (Martial Arts) actions Prerequisite Charms: Air Dragons Sight
Air is invisible. In this, too, the Children of Mela emulate their element. By swathing herself with transparent air, the Immaculate can become nothing more than a ripple in her foes view. Upon using this Charm, the Immaculate
becomes virtually invisible for a number of actions equal to her Martial Arts rating. Those who try to attack her suffer a +2 external penalty on their attacks, and she adds two successes to any attempts to reestablish surprise.
Because of the blur she leaves in the air as she passes, those nearby still know where she is unless she attempts to conceal herself using Stealth. The Storyteller may apply bonuses to those trying to nd the Air Immaculate
depending on when they last saw her. As a general guideline, someone who saw her disappear or who knows where she was on her last action adds three dice. Those who have no idea shes nearby add nothing. Each action
in which an individual fails to locate or keep track of the Immaculate, he loses one bonus die (to a minimum of zero).
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5) Keywords: Form-type, Leader Duration: One scene
Prerequisite Charms: Breath-Seizing Technique, Shrouding the Body and Mind, Wind Dragon Speed With a series of high, graceful motions combined with pains- taking balance, the Immaculate dons the light, owing motions
of Air Dragon Form. After successfully activating the form, the Immaculate adds a number of dice equal to his Martial Arts to any unarmed Martial Arts attack, though this bonus cannot exceed the normal dice cap on such
actions. The form also increases his Dodge DV by an amount equal to half his Martial Arts rating for the scene.
Cost: 3m per attack; Mins: Martial Arts 4, Essence 2; Type: Extra Action Keywords: Combo-OK, Obvious Duration: Instant
Prerequisite Charms: Air Dragon Form The Immaculate becomes a whirlwind of death and destruc- tion, spinning around an opponent faster than the eye can follow and unleashing a series of devastating attacks. This Charm
is a magical urry. For every three motes, the Immaculate makes an additional ranged or Martial Arts attack with his full dice pool, to a maximum number of attacks equal to his Martial Arts rating. The DV penalty for this urry
is equal to one-half the DV penalty for all attacks.This Charm ignore rate and all actions in the flurry must be unarmed Martial Arts attacks.
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental Keywords: Combo-OK, Knockback, Obvious Duration: Instant Prerequisite Charms: Tornado Offense Technique
With superb command over her element, the Immaculate channels impossibly strong gusts of air behind her attacks. Air Immaculates favor wearing down their foes with chakrams while using this Charm to prevent their foes
from closing with them. For every point of raw damage the attack inicts above the targets Stamina, the target suffers three yards of knockback. Targets may also have to check against knockdown, if the attack in icts more
damage than the targets (Stamina + Resistance) as normal. Some Immaculates use the wind to carry their attacks farther. Using this Charm with a thrown weapon increases the attacks range increment by an amount equal
to the martial artists Essence in addition to the Charms normal effects.
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Air Dragon Style - Canvas of Dreams Wiki http://codreams.wikia.com/wiki/Air_Dragon_Style
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: Combo-Basic, Obvious, Crippling Duration: Instant Prerequisite Charms: Avenging Wind Strike
The Immaculate opens his mouth wide, loosing a fearsome shout that can shatter stone and eardrums alike. A gale-force blast leaves his mouth in a 90-degree arc, out to a distance of (Essence x 10) feet. His player makes a
(Strength + Martial Arts) roll as an attack, which can only be dodged, not parried and is separately applied to the defenses of all characters in the affected area. Targets hit by the attack suffer automatic knockdown and
deafening and become inactive for one action. Deafened targets lose two dice from all actions. By spending a point of Willpower, the Immaculate can focus the shout on a single target. The target cannot avoid the attack
without a perfect defense, and the shout inicts a number of health levels of lethal damage equal to the Immaculates (Strength + Essence), which bypasses armor. In addition, add any levels of damage inicted to the difculty
to avoid knockdown.
Air Immaculates are light on their feet, and the very wind itself carries them when they ask. Activating this Charm, the martial artist detects the smallest updrafts (or creates them) and uses them to buoy her steps. This Charm
doubles the Immaculates movement rate and leaping
distance for the duration, and the most imsy surfaces can support her. She can run along a lakes surface, skip from leaf to leaf without falling and dash up smoke trailsas long as she keeps moving. If she does not move
in each tick, she falls. She may continue to run along impossible surfaces as long as she re-invokes the Charm as soon as it ends.
Thunderclap Kata
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: Combo-Basic, Crippling Duration: Instant Prerequisite Charms: Cloud Treading Method
The Elemental Dragon of Air rules over the storms of Creation. Immaculate monks who emulate that Dragon learn to imitate some measure of that command. Spreading his arms wide for a moment to focus his elemental
Essence and his breathing, the monk brings his hands together in a thunderous clap, which can deafen and stun those who hear it. The thunderclap affects anyone within (Essence x 10) yards of the Immaculate (no attack roll
required). The players of all such characters must make a reexive (Stamina + Resistance) roll. If one gets successes equal to or greater than the Immaculates Essence, the target is unaffected; those who fail become
inactive until their next action and suffer a number of levels of bashing damage equal to (the Martial Artist's Essence - Successes rolled), which ignore armor. Targets affected also become deaf for a number of actions equal
to the Immaculates Essence, losing two dice from all dice pools due to disorientation. Spirits are even more susceptible to the effects of this Charm. Double the Immaculates Essence for all purposes when applying this
Charms effects to a god, demon or elemental. Air Immaculates do not need to be able to see or otherwise affect spirits in order for this Charm to harm them. The Immaculate is immune to her own thunderclap, and he can
render select persons immune to the Charms effects at a cost of one mote per person. She cannot single out spirits for immunity to this Charm. If a spirit is in range, it is susceptible
Cost: 4m, 1hl; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 4) Keywords: Combo-OK, Obvious, Leader Duration: (Martial Arts) actions Prerequisite Charms: Thunderclap Kata
The Air Immaculates ngertips spark with electricity, his eyes icker with the light of a faraway electrical storm, and his motions take on the sudden, unexpected aspects of lightning. When he attacks, he looses brilliant bolts
of lightning at his foes, even striking targets that are far out of reach. For the Charms duration, the Immaculates Martial Arts attacks reach to a distance of (Essence x 3) yards. Such attacks add (Essence) in raw lethal
electrical damage. If a target is in range for a normal unarmed attack, using a punch or kick adds to the attacks Accuracy and Damage as normal. For an additional mote, the Dragon-Blood may use a chakram with this Charm
to add its Accuracy and Damage to the attack. Wielding such a weapon with this Charm carries the lightning strike farther. Add the Immaculates Essence to the weapons Range. Doing so might increase or decrease the
Charms maximum effective range, depending on the Immaculates Essence.
Cost: 10m, 1wp + 1hl per action; Mins: Martial Arts 5, Essence 4; Type: Reexive Keywords: Combo-OK, Obvious Duration: (Martial Arts) actions Prerequisite Charms: Wrathful Winds Maneuver, Lightning Strike Style
Air Immaculates unleash the hurricane on their foes through this Charm. The wind picks up around a monk until it reaches dizzying speeds, making her strides eet, her leaps long and her blows so fast that they blur. The
ferocious gusts are often strong enough to pick up small objects within a number of yards equal to the Immaculates (Essence x 3) and ing them away, though not at the Immaculates conscious direction. For a number of
actions equal to the Immaculates Martial Arts, the Immaculate moves faster and leaps farther, tripling her movement and doubling her jumping distances. (The latter stacks with the Air Aspect anima ability to provide four times
the distance.) Her blinding speed adds half her Martial Arts rating to her Dodge DV and halves the Speed of any Martial Arts attacks she makes. Each action, the Immaculate may make a number of extra attacks (martial arts
or ranged) equal to her Essence. Each extra attack uses her full dice pool and does not prevent her from taking non-attack actions or performing an unrelated urry. If she has Charms or Combos that can logically affect the
extra attacks, she may use them, though she must still abide by the limitations on Charms per action. Although the Immaculate pays the Willpower and motes up front as normal, she does not suffer damage from the Charm
until the Charm ends. At that time, she takes one level of unsoakable bashing damage for each action the Charm lasted.
The extra attacks generated by this Charm are unarmed martial arts attacks which ignore rate and may not be subdivided into flurries. The damage inflicted by this Charm cannot be prevented by any means.
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