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Thematics: (Note: Presence is the blazing heat, that even when far away awakens emotions and sensations formerly dead. It's Fire's ability to set embers back to roaring flames! And fire's ability to captivate, arouse, and warm. The illuminating wonder of Fire -- and the fact that Fire demands respect.)
Glowing Coal Radiance
Cost: 2m; Mins: Presence 1, Essence 1; Type: Reflexive (Step 2) Keywords: Combo-OK, Dynasty, Emotion, Leader, Root Duration: One action Prerequisite Charms: None
The blazing elemental fury of the Dragon-Blooded is such that lesser men are humbled by their mere presence. This charm surrounds the Dragon-Blooded in a fiery nimbus of Essence with the color associated with his Aspect, exerting a fear-based internal penalty of the Exalt's (Presence rating) to all physical and social attacks made by anyone within (Essence) yards of the Dragon-Blooded with a Dodge MDV less than the character's (Appearance + Presence + Breeding). Apply intimidation-based effective Appearance for an ugly Terrestrial.
Characters who pay 2wp (4wp if a descendant) become immune to all use of this Charm by the terrestrial for the scene, ignoring its unnatural mental influence. Leader use affects units engaged with the Exalt's unit.
Aura of Invulnerability
Cost: 3m; Mins: Presence 2, Essence 2; Type: Simple Keywords: Combo-Basic, Leader Duration: One scene Prerequisite Charms: Glowing Coal Radiance
It is the nature of Elemental Fire to burn brightly for a short time, then to gutter and fade. With this charm, the Dragon-Blooded empowers his body with the peerless self-confidence of the Dragon of Fire and burns all the hotter. While so enhanced the Dragon-Blooded gains one 1L/1B natural soak, and three temporary -0 health levels for the remainder of the scene. The Dragon-Blooded cannot freely deactivate this charm if he's taken any damage.
At the end of the scene, these extra health levels fade, healing three bashing health levels (and/or lethal if the Terrestrial is Essence 4+) when they do so. Any remaining damage is applied to the character's normal health levels, which can be fatal. The leader use of the Charm only applies temporary levels to the unit’s health for its current Magnitude and does not provide healing.