Difference between revisions of "AbyssalMelee/CrownedSun"
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*Back to [[AbyssalMelee]] | *Back to [[AbyssalMelee]] | ||
− | *Back to [[Charms/CrownedSun | + | *Back to [[Charms/CrownedSun]]]] |
= Abyssal Melee Charms by [[CrownedSun]] = | = Abyssal Melee Charms by [[CrownedSun]] = |
Latest revision as of 13:55, 8 June 2010
- Back to AbyssalMelee
- Back to Charms/CrownedSun]]
Abyssal Melee Charms by CrownedSun
Thirsty Blade Strike
Cost: 2 motes Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Slashing Ghost Talon
Blades enhanced with this charm are imbued with the Abyssals own hunger for the Blood of the living, and given the chance they gleefully lap up the blood of any foe their surfaces touch. If an attack enhanced by this charm penetrates soak (i.e., has at least one die left after soak is subtracted from raw damage; ‘plink’ damage does not count for this charm), then the weapon does an amount of additional damage equal to the Essence of its wielder. This is applied separately from the weapons own damage, but ignores the targets armor-derived soak (only subtracts his Stamina-based lethal soak). Soulsteel Weapons are particularly hungry, and when this charm is used on them they do (Essence + 1) extra damage.
Quenching the Unrelenting Thirst
Cost: 6 motes, 1 willpower Duration: One scene Type: Simple Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charms: Thirsty Blade Strike
With this charm, the characters blade draws on the lifeblood of it’s victims with every blow, doing an amount of damage equal to Thirsty Blade Strike with every attack that successfully pierces the targets soak. This charm cannot be stacked with itself for more damage, nor can you use Thirsty Blade Strike while you are using Quenching the Unrelenting Thirst.
Soul-Absorbing Soulsteel Blade</b>
<b>Cost: 2 motes, 1 willpower Duration: One hour Type: Simple Minimum Melee: 5 Minimum Essence: 4 Prerequisite Charms: Quenching the Unrelenting Thirst, Soul-Searing Blow
Soulsteel blades are among the most tormented things in Creation, hammered into cold steel and alloyed with the stuff of Oblivion itself, the only thing they desire more than a surcease to their endless pain is pulling others into their torment with them. An Abyssal who uses this Charm sees no immediate effect, except for the cacophonous moans that issue for his Soulsteel Daiklave (or Reaver Daiklave, or Grand Daiklave). However, every time a victim dies to the blade for the rest of this hour, its soul is absorbed into the Soulsteel – no ghost is created by the death, but more than that the blade itself is strengthened and begins to glow with a dark abysmal light as the power of Oblivion strengthens it.
Every soul within the blade increases the accuracy and speed of the weapon by one, to a maximum bonus equal to your Permanent Essence rating. There is no limit to how many souls the Blade itself can contain, however, and by letting the blade consume one of the souls you can increase it’s damage by +2L for one attack (you may only allow the blade to consume One Soul per turn for each dot in permanent Essence that you possess).
At the end of the hour, all remaining Souls are cast away into Oblivion, the blades black glow slowly fades, and the moans die down as the blade – contented – digests its meal. For the rest of the day, the blade is quite content and moans less than often.
(Thanks go to Deirdre M Brooks, from whom I blatantly stole the mechanics for this charm, though Soul Mirror is considerably stronger.)
Grip-Weakening Parry
Cost: 3 motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charms: Vengeful Riposte
The Abyssals parries are hard, strong and jarring – knocking the attackers blade nearly from his grasp, while entopic death essence makes it devilishly hard for him to get back a good grip on it leaving him with a weapon in his hands that he can only vaguely control. This charm can be activated any time the Abyssal parries a blow. If he actually does succeed in parrying the blow, then the weapon actually flies from his hand – typically flying about Essence x5 yards in a direction of the Abyssals choice. However, as long as the Abyssal receives at least one success on his parry roll the targets grip on his blade is ruined until he spends at least one Simple action regaining it. Until he does such, all Melee rolls (attack and parry) as well as the Weapons Damage totals suffer a penalty equal to the Abyssals Essence.
Flying Blade Counterattack</b>
<b>Cost: 6 motes, 1 willpower Duration: Instant Type: Reflexive Minimum Ability: 5 Minimum Essence: 3 Prerequisite Charms: Grip-Weakening Parry, Incomparable Sentinel Stance
The character makes a Dexterity + Melee defense roll with a difficulty equal to the attackers Essence score, and if he succeeds then the attack automatically fails. The weapon soars up into the air, easily some twenty or more feet up over the heads of the attackers. Then, roaring on its way down like a Banshee, it swoops back down toward its wielder intent on death. The Abyssal gains a free counterattack with the characters own weapon, hungry for its owner and undeterred by any distractions or sudden movements as it seeks out his Essence. This counterattack cannot be dodged, only blocked. Despite its name this charm can be used on arrows and other similar projectiles. The principals involved prevent it from working against unarmed attacks or attacks conjured wholly out of Essence, however. This charm counts as a perfect defense, for the purposes of stopping unstoppable attacks.