Terrestrial Exalted are called “the Dragon-Blooded” with good reason. Their powers echo the five elements, embodied by the Elemental Dragons of Air, Earth, Fire, Water and Wood. A given Terrestrial’s powers all stem from his connection to his birth element. Thus, all of a Dragon-Blooded’s powers must have a descriptor of either his element, or something closely associated with it (for example, a Wood Aspect can have powers with the “poison” descriptor since there are poisonous plants, and Air Aspects can have “lightning” powers).
The following rules considerations apply to Terrestrial Exalted:
- Advantages Because of their status as higher beings in the doctrine of Creation’s dominant religion, the Immaculate Faith, all Dragon-Blooded are required to take Benefit (Status). A Dragon-Blooded with ties to the Realm may also have ranks of Benefit (Wealth).
- Anima Energy aura 2 (Damage, Reaction; 4/rank), uncontrollable (activates when non-subtle powers are used) –1; this aura must have a descriptor based on the Terrestrial’s Aspect. [6 points]
- Complications All Dragon-Blooded must take either Obligation (The Realm) or Prejudice (Outcaste) as a complication.
- Limit Break Dragon-Bloods suffer from the curse of Limit Break, but not as severely as Celestial Exalted. A Dragon-Blood only suffers the result of partial control; spending the hero point gained from Limit Break reduces the duration of the Limit Break to a single scene, even if it would normally last longer.
- Power Loss Dragon-Blooded only lose access to their powers in areas with no connection to the elemental forces of Creation, such as Malfeas or the Underworld. As their powers give them little access to such areas, they rarely have to fear power loss. On the other hand, Dragon-Blooded are typically the weakest type of Exalted; they rarely lose their powers, but their powers are less impressive overall. Power loss does not affect artifacts, except in unusual cases.
An Air-aspected Dragon-Blood’s anima radiates out in an aura of white and pale blue, taking the aspect of roiling clouds and wind gusts. Massive expenditures of Essence bring with them explosions of lightning, howling winds, phantasmal air dragons or gusts of snow and ice. An Air Aspect can invoke his anima to surround himself with howling winds that protect him from missile fire and slow his descent in a fall—powerful Air Aspects can fly using this power.
An Air Aspect can spend 1 hero point to become immune to falling damage for the duration of the scene; alternately, he may spend 1 hero point to cause all ranged attacks targeting him to suffer a –2 circumstance penalty for the duration of the scene.
The anima of an Earth-aspected Terrestrial erupts in a mantle of yellow and white light, glittering like a gemstone or shifting like sands in the wind. Massive expenditures produce phantoms of badgers or bulls, great stone constructs, earth dragons or the Imperial Mountain. Such displays are often accompanied by the sounds of avalanches, earthquakes or volcanoes. An Earth Aspect can invoke his anima to root himself to the earth, becoming nearly immovable, as well as to toughen his body against harm.
An Earth Aspect can spend 1 hero point to make himself immune to knockback for the duration of a scene, or until he moves from his current location (whichever comes first); alternately, an Earth Aspect can spend 1 hero point to gain a +2 circumstance bonus on Toughness saves for the duration of the scene.
A Fire-aspected Terrestrial’s anima banner is a blazing aura of fire: red and yellow, orange and white, flickering and dancing like a bonfire. Great expenditures of Essence result in massive eruptions of flame, flickering phantasms of phoenixes, tigers and fire dragons, and the scream of the blast furnace or the roar of a raging fire. A Fire Aspect can invoke his anima to surround his weapons with terrible flames and to render himself immune to the ravages of fire and heat. When a Fire Aspect’s anima rages out of control, it flares more dangerously than that of other Dragon-Blooded.
A Fire Aspect can spend 1 hero point to grant himself immunity to fire and heat effects for the duration of the scene; alternately, a Fire Aspect can spend 1 hero point to sheath his attacks in flame, gaining a +2 circumstance bonus to effect with weapon attacks and giving all of his weapon attacks the fire descriptor.
The anima banner of a Water Aspect is a rippling halo of blues and greens, rolling like the ocean waves. As the banner increases in power, blacks and wave-cap whites mix into the colors, and phantom whirlpools, waterspouts and water dragons flash in the banner. The noise that accompanies the banner can be the roar of a flooding river, the cascading crash of the pounding surf or, sometimes, the stifling silence of the darkest waters. A Water Aspect can invoke his anima to swim quickly, or even just to walk on water; a strong Water Aspect can breathe water like a native sea creature.
A Water Aspect can spend 1 hero point to give himself a +2 circumstance bonus to Speed rank while swimming for the duration of the scene; alternately, a Water Aspect can spend 1 hero point to stand and walk normally on any liquid for the duration of the scene.
The anima banner of a Wood Aspect blooms as a bright green glow, flexing and waving like leaves in the wind or the stalks of grass in a field. Great expenditures of Essence bring phantasms of thorn tangles, giant flowers, massive trees or wood dragons. The banner is often accompanied by the sound of a strong wind moaning through a great forest. A Wood Aspect can invoke his anima to climb and brachiate like the nimblest of forest creatures, as well as to render himself immune to even the most lethal poisons.
A Wood Aspect can spend 1 hero point to make himself immune to poison for the duration of the scene; alternately, a Wood Aspect can spend 1 hero point to gain a +2 circumstance bonus on Speed rank while climbing for the duration of the scene.