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===== Comments? ===== | ===== Comments? ===== | ||
− | Are you accepting comments on these? -- GreenLantern | + | Are you accepting comments on these? -- [[GreenLantern]] |
− | : Yup! Mind, reread them before commenting, I just changed a couple things who were too much. Like the horrible multiplier in Obsidian Apotheosis.... also, they are made for a specific player of mine, [[Selina]], for a specific game, so I might not change things as readily as usual. With that said... comment away ^^ -- GoldenCat | + | : Yup! Mind, reread them before commenting, I just changed a couple things who were too much. Like the horrible multiplier in Obsidian Apotheosis.... also, they are made for a specific player of mine, [[Selina]], for a specific game, so I might not change things as readily as usual. With that said... comment away ^^ -- [[GoldenCat]] |
Well, I love the idea, and frankly wish Solars had something equivalent. Why I have yet to see a good Solar Bolt, I don't know. Back to you, then. My primary concern has to do with 'free awesome'. As a player, I love it. As a second-circle demon of crunch, it scares me. I see a number of charms combined, that give you something along the lines of (Essence+Lore) base damage, with an accuracy bonus of (2*Essence), draining Compassion motes per hit. The minimum cost is 1m to launch such a bolt, and you can do it for free (Without even a simple-scene-long activation at the beginning of a fight) with a rate of (Lore). If you want more, you get more, because if you choose not to split your pool that turn, you can add (Lore-1)*2 to the damage of the single shot you make, and since your Lore is 5 (it ''is'' 5, right?), that's adding another 8 damage. Thus, you're looking at a weapon with the following choices of stats: | Well, I love the idea, and frankly wish Solars had something equivalent. Why I have yet to see a good Solar Bolt, I don't know. Back to you, then. My primary concern has to do with 'free awesome'. As a player, I love it. As a second-circle demon of crunch, it scares me. I see a number of charms combined, that give you something along the lines of (Essence+Lore) base damage, with an accuracy bonus of (2*Essence), draining Compassion motes per hit. The minimum cost is 1m to launch such a bolt, and you can do it for free (Without even a simple-scene-long activation at the beginning of a fight) with a rate of (Lore). If you want more, you get more, because if you choose not to split your pool that turn, you can add (Lore-1)*2 to the damage of the single shot you make, and since your Lore is 5 (it ''is'' 5, right?), that's adding another 8 damage. Thus, you're looking at a weapon with the following choices of stats: | ||
:Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore+8L (roughly 17L), Range: Essence*20 yards (roughly 80 yards), Rate 1 ''Notes: Peircing, drains (Compassion) motes from target per hit'' | :Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore+8L (roughly 17L), Range: Essence*20 yards (roughly 80 yards), Rate 1 ''Notes: Peircing, drains (Compassion) motes from target per hit'' | ||
:Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore (roughly 9L), Range: Essence*20 yards (roughly 80 yards), Rate 5 ''Notes: Peircing, drains (Compassion) motes from target per hit'' | :Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore (roughly 9L), Range: Essence*20 yards (roughly 80 yards), Rate 5 ''Notes: Peircing, drains (Compassion) motes from target per hit'' | ||
− | I'll admit it's pretty cool. I personally love the idea of a character that doesn't need a bow, or ammo, or anything, just blasting away. At the same time, for the ~5 charms you're putting in, you're walking around with a fairly high-damage and accurate weapon that takes no essence to use, ever. It's incredible for long fights, killing armies, et cetera. The only real cost is that you need to waste your charm action, or use a combo. Unless, of course, you spend two additional charms in, and make Crypt Bolt your anima-charm. Since all you're doing is enhancing Crypt Bolt (with it's 2-dot requirements) you only need (4,4) to make it an anima ability. Again, a cool charm. Except you're now ''Queen Death-Cannon, Destroyer of Hopes''. Sure, it's a large charm commitment. At the same time, The total lack of needing to use Essence scares me. I think I'm over-reacting, as really, a good artifact bow can do most of this, as can the awesome Dragon-Blooded Charms I saw the other day. Ahh hell - I'll just say this is wicked, and be careful. If anything, I'd say watch that 17L damage if you only take one shot a round, and otherwise, go for it. With 7 charms devoted to something, it's allowed to be cool as hell. -- GreenLantern, '' converting himself''. | + | I'll admit it's pretty cool. I personally love the idea of a character that doesn't need a bow, or ammo, or anything, just blasting away. At the same time, for the ~5 charms you're putting in, you're walking around with a fairly high-damage and accurate weapon that takes no essence to use, ever. It's incredible for long fights, killing armies, et cetera. The only real cost is that you need to waste your charm action, or use a combo. Unless, of course, you spend two additional charms in, and make Crypt Bolt your anima-charm. Since all you're doing is enhancing Crypt Bolt (with it's 2-dot requirements) you only need (4,4) to make it an anima ability. Again, a cool charm. Except you're now ''Queen Death-Cannon, Destroyer of Hopes''. Sure, it's a large charm commitment. At the same time, The total lack of needing to use Essence scares me. I think I'm over-reacting, as really, a good artifact bow can do most of this, as can the awesome Dragon-Blooded Charms I saw the other day. Ahh hell - I'll just say this is wicked, and be careful. If anything, I'd say watch that 17L damage if you only take one shot a round, and otherwise, go for it. With 7 charms devoted to something, it's allowed to be cool as hell. -- [[GreenLantern]], '' converting himself''. |
And one more thing. You're going to write a set of these for Solars now, right? ''*pokes*'' -- GL | And one more thing. You're going to write a set of these for Solars now, right? ''*pokes*'' -- GL | ||
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''gasp'' The Burning Epitaph Blade is ''scandalously'' excellent. - [[willows]] | ''gasp'' The Burning Epitaph Blade is ''scandalously'' excellent. - [[willows]] | ||
− | I have to agree with [[willows]] here! Question, since I plan to suggest this charm to my ST for use with antagonists: when used to permanently sever a person's love, can that love ever re-develop? Perhaps by freeing the soul from the pearl which allowed the severing, or by slaying the Abyssal who severed it? - IanPrice | + | I have to agree with [[willows]] here! Question, since I plan to suggest this charm to my ST for use with antagonists: when used to permanently sever a person's love, can that love ever re-develop? Perhaps by freeing the soul from the pearl which allowed the severing, or by slaying the Abyssal who severed it? - [[IanPrice]] |
− | :Thanks ^_^ And um. That was added because Shun the Smiling Lady does that(at lower ess, jumping through fewer hops, does more, without the HORRIBLE exp cost, etc) and I kinda had in mind that a villain, as a default, wouldn't have the experience to pay. External means would be going to Mathesine of the Lost, I'd think(not to Heaven, being an Abyssal Charm it'd probably commit any records of the love on the Bureau of Serenity to the void)... but the rose turning red thing(and thus, 'absorving'/'drinking' the love) really *is* a caveat for destroying the pearl bringing the love back, isn't it? So pretty much - save the soul, save the love! (I'd also allow one to bring back with an end-of-sailor-moon +3 social stunt, but I'm a sap) ~ GoldenCat | + | :Thanks ^_^ And um. That was added because Shun the Smiling Lady does that(at lower ess, jumping through fewer hops, does more, without the HORRIBLE exp cost, etc) and I kinda had in mind that a villain, as a default, wouldn't have the experience to pay. External means would be going to Mathesine of the Lost, I'd think(not to Heaven, being an Abyssal Charm it'd probably commit any records of the love on the Bureau of Serenity to the void)... but the rose turning red thing(and thus, 'absorving'/'drinking' the love) really *is* a caveat for destroying the pearl bringing the love back, isn't it? So pretty much - save the soul, save the love! (I'd also allow one to bring back with an end-of-sailor-moon +3 social stunt, but I'm a sap) ~ [[GoldenCat]] |
− | ::I probably would too... but ONLY if the character stood for love, and also for justice! - IanPrice | + | ::I probably would too... but ONLY if the character stood for love, and also for justice! - [[IanPrice]] |
GREAT CTHULHU SO MANY CHARMS!!! MY BRAIN BURNS!!! - [[Han'ya]] <i>is still working on that whole "attention span" thing</i> | GREAT CTHULHU SO MANY CHARMS!!! MY BRAIN BURNS!!! - [[Han'ya]] <i>is still working on that whole "attention span" thing</i> |
Latest revision as of 01:15, 6 April 2010
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There are many conversions below of willows' Solar Lore Charms! Those with an asterisk are willows', those without are originally mine! ^_^
Also, boo on Neph for not standardizing the name of Abyssal essence weaponry. He loses for not getting the elegance in 'Glorious Solar (Thing)' ;_;
Void Panoply
*Resplendent Relic Arsenal
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 4
Minimum Essence: 3
Prerequisite Charms: An Essence Weapon
An Abyssal who relies on his shadow to forge his weapons soon finds that a cutting edge is not all he will require to bring an end for all that lives. He requires flexibility and excellence from his weapon of choice!
This Charm offers a solution. The Abyssal who learns Resplendent Relic Arsenal enhances his essence weaponry with various special effects, Armaments. When he learns this Charm, he learns one Armament, and can purchase additional ones at a rate of 1 xp each. Characters with this Charm may teach one another new Armaments, or develop them on their own.
The Abyssal is able to enhance weapons created with Charms by expending points to purchase Armaments rather than trait values, or reducing the weapon's traits, when operating with Charms that have fixed profiles, such as Exquisite Relic Bow. Most simple Armaments cost only 1 point; more unusual ones cost 2, and the very strongest Armaments cost 4 points. Learning this Charm also provides each Essence weapon with half the Abyssal's Essence (rounding up) in points that can only be used to apply Armaments to weapons. 4-point Armaments are mutually incompatible; a weapon may only have one.
The Solar may reconfigure his Essence weapons to include Armaments when he learns this Charm, when he learns a new GSW Charm, or when the Trait those Charms depend on changes. Some Armaments may not be appropriate for hand-to-hand weaponry; others may be inappropriate for projectiles. I leave this to your judgement. Commonly known Armaments include:
1 point:
- Relic of Setesh's Gears:
- Each strike of this weapon is accompanied by the relentless sound of otherwordly clockwork. It can always inflict knockback at the user's option, the distance of which is tripled. (I.e., one damage die, before soak, results in one yard of knockback.)
- Terrible Labyrinthine Fangs:
- This weapon's striking surface is particularly twisted, and arrayed with razor edges or small spines like the fangs of a terrible shark; the weapon's base damage is doubled, but the defender's armour soak is doubled again it.
- Light-Destroying Lance:
- A weapon expressing this Armament becomes elongated and dark like onyx, like the endlessly creeping shadow of a mountain, cutting chills through the world. It has the attack range of a lance, and doubles its base damage when the wielder charges with it.
- Burning Dusk Edge:
- A weapon expressing this Armament becomes intricately patterned and dyed with crimson and citrine on its cutting edge, mirroring the Underworld at dusk. It delivers piercing damage. A 2-point variation delivers heroic (10s are 2 successes) damage dice.
- World-Eating Serpent:
- This Armament makes a weapon into a wreath of dark smoke, a serpent of rising pyre-smoke, ethereal like cinders and dead memories, ends opening to swallow the sky. Reflexively, the wielder can alter its length, making it anything from a hand-to-hand weapon to a flexible chain (Essence * 10) yards long. It can be used as a clinch aid.
2 points:
- Their Endless Hunger:
- Essence weapons bearing this Armament trail fragrant funeral incense through the air, liking the strikes to the Exalted's Caste Mark. The symbols of his Neverborn shine around his head, whispering their hunger. When attacking spirits, these weapons drain the Exalt's Essence in motes from the spirit's reserve and transfer the same quantity to their wielder. A 4-point variation drains half the Exalt's Essence(round down) in motes from the Spirit even if the attack does not strike true.
- Pale Sun Kiss:
- This Essence weapon's edges are pale as the light of the Underworld Sun, hard to see by, yet burning worse than acid; its edges disappearing into the void of nothingness. Attacks performed with it can injure dematerialised spirits.
- Whisper of Heart's Shadow:
- This Essence weapon can treats any shadows like one, striking the shadow of a tree as if it was the shadow of a man not too far away, bouncing through shadows until they come through the shadows within a person's own heart, ignoring cover effects. Attacks made by it must be defended as though the target is attacked from behind.
- Cinereous Serpentine Edge:
- This weapon hisses and writhes like a snake, cinereous light fading with the shadows. When it strikes opponents, poison drips from it, poisonous flowers growing on the enemy's wounds and the ground where the droplets fall! Opponents damaged by it must also contend with the effects of Coral Snake Venom or Poison Snake Venom(chosen when this Armament is first purchased.)
4 points:
- Forge the Nemesis Definitive:
- From the Abyssal's caste mark, comes the blood of a creature the Neverborn has consumed... and the Void has consumed all at one point. Through this blood the Abyssal forges a weapon with this Armament, filled with pure hate and the writhing nightmares the Neverborn have in hate and fear of their nemesis. A weapon of this kind deals increased and aggravated damage against one type of creature, gaining the wielder's Essence in additional damage. Variations of this Armament oppose demons, fey, spirits, and types of Exalted.
4 points:
The following are not Armaments in their own right, but rather families of similar Armaments. A character can generally create an Armament from a Charm he knows by using these templates; the resultant Armament is an effect that specifically enhances the weapon with the selected Charm. The creator must have Traits 2 dots higher, or Essence 3 dots higher (at the ST's option) than the dot requisites for that Charm to create and apply the resulting Armament. Once such an Armament is created, it can be taught to individuals who do not know the source Charm, provided that they meet the Trait requirements. Neither template may be used with Charms that have a Willpower cost, or those that generate a perfect effect.
- Burning Life Forge:
- This type of Armament entwines a Supplemental or Reflexive Charm into the weapon, applying that Charm's effect supplementally (i.e., it cannot create an action, and the Reflexive must be one that has a supplemental application) whenever it is applicable to an action using the weapon. This Armament also adds that Charm's mote cost to the activation cost of the Essence weapon. When used with a Charm that has a variable mote cost, you may choose the cost of the charm when activating the weapon.
- Frozen Fire Blade:
- This type of Armament entwines a Simple Charm into the weapon, applying that Charm's effect whenever it is applicable to an action using the weapon. The wielder must have Traits 2 dots higher than the dot requisites for that Charm to apply this Armament, and this Armament also adds twice that Charm's mote cost to the activation cost of the Essence weapon. When used with a Charm that has a variable mote cost, you may choose the cost of the charm when activating the weapon.
A Mask for Every Harvest
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 3
Minimum Essence: 2
Prerequisite Charms: An Essence Construct Charm
As Abyssals gain power, they gain mastery of their internal energies as well. They may buy new configurations of their self-sufficient effects as Charms. This Charm provides one new configuration for one of these per dot of permanent Essence. (When the Abyssal gains another dot of permanent Essence, he gains a new configuration; the Charm updates itself.) This Charm may be purchased multiple times, but each time it is purchased its Essence requirement increases by one.(This is an alternative to multiple purchases of Resplendent Shadow Blade, which applies to all Essence Construct Charms.)
*Crimson Incense Fragrance
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Lore: 4
Minimum Essence: 2
Prerequisite Charms: A Mask for Every Harvest, annother Essence Construct Charm
This Charm permits an Abyssal with no weapon to instantly generate one of the Essence weapons he is capable of producing (through knowledge of the Resplendent Shadow Blade, Exquisite Relic Bow, and similar Charms) and attack with it, using the relevant Dusk Ability. The weapon never crystallizes into its full form; instead, incense pours from the Exalt's eyes and a fluttering streak of Essence takes a weaponlike form for just an instant, before shattering into a cloud of fragrant incense ashes. This Charm is explicitly permitted to be in a Combo with Charms of other Abilities.
Burning Epitaph Blade
Cost: 5 motes, 1 willpower
Duration: Variable
Type: Simple
Minimum Lore: 3
Minimum Essence: 3
Prerequisite Charms: A Mask for Every Harvest, annother Essence Construct Charm
Abyssal power comes from greatness. That they once were. That which comes from all that has fallen into the void, lost wonders and lost power. This Charm extends the capabilities of self-sufficient Charms, allowing the Exalt to filter his Essence through the greatness of a soul, destroying its legend to bolster his might. The Abyssal uses Burning Epiphany Blades when he kills a living being, or takes a Spirit to Incapacitated. He rolls a contest of his Essence and his victim's - if the victim wins, their soul escapes, if the Abyssal wins, he manages to hold the soul as a pearl. Only Heroic Souls with an excellence of their own, a clear identity and small legend known to the Exalt(thus faceless soldiers are excluded, however heroic they might be) give any benefit - common souls are worthless.
The motes remain committed as long as the Abyssal wishes to mantain the Pearl. Pearl must be with the Abyssal as he invokes the Essence Construct. Using this ability with particularly driven souls can cause the Essence device thus produced to assume an unusual appearance. Royalty, Exalted, Celestial Gods and 2nd Circle or Higher Demons tend to produce particularly fantastic displays.
Once learned, the effects of this Charm can be applied to any self-sufficient effect, incorporating any Soul. The Souls lose 1 from their Highest Virtue every time they are used, however; When the Virtue falls to 0, the Pearl breaks, and the remains of the soul fall as broken pale petals into the void. The Abyssal may terminate the Charm, free his committed motes and the Soul with them at any time. The only other way to free the souls is to try to break the pearls as if they were Hearthstones.
Souls have powers that vary depending on their legend and style. Those are defined by the Players. Some examples include...
- The soul of a maiden denied happyness may be channeled on a Resplendent Shadow Blade to cut love. The weapon becomes adorned with white roses and barbed thorns, and the Abyssal may pay 1 willpower as he strikes an enemy to end one of his loves for a number of days equal to the Abyssal's Compassion. As they cut a love, one of the white roses fills with it, growing red. The Abyssal may pay 3 Experience Points to sever it permanently.
- The soul of a court madam may be channelled on an Essence Ship to create a gaudy ship of rose and crimson, with a crew of skilled courtesans brought from the memories of her life, and adding one success to all rolls involving seduction, healthy rivalry and relationship contracts.
- The soul of a grand seducer would make a weapon sleek and long, decorated with sensational props and shining colors, allowing the Abyssal to use his Appearance or Manipulation instead of Dexterity on his weapon attacks, and to pay 3 motes to reflexively make a seduction attempt when he strikes the enemy with the enhanced Essence construct.
- The soul of a fallen King may be channelled in a Inaspicious Shadow Plate, turning it regal, with a crown of blood diamonds floating as a halo around the Abyssal's face, and a scepter of officer orbiting around him. This plate would force all those with less Permanent Essence than the Abyssal to roll Conviction every turn to attack him or to not obey his direct orders, and adding a one-die bonus to all those who act in his orders.
- The soul of a wandering warrior would make a Resplendent Shadow Blade rugged, like a relic of a thousand battles, and give his Melee score to be divided between the weapon's scores for the duration, or to actually increase the Abyssal's Melee to 6 for the duration.
- The soul of a Demon may give one of its powers to the essence construct, such as Relic Arrows that strike like Octavian's oil to one's eyes, an essence ship that moves with the winds and calm brought by a pleased Florivet, an essence horse that destroys all earth on its path with the dances of Staneswald or a bow that turns its arrows in unparriable landslides of Berengiere.
- Exalted give powers based on their legend, not nessessarily their Charms. The soul of Peleps Deled would imbue armor with the power to uphold faith against all odds and help the wearer to violently convert others, while the bow with the soul of Zahara Zahn, the Dreambreaker, would deal aggravated damage with creatures from outside of Creation. The soul of Birds-of-Trinity, the Solar that vowed to never touch the ground, would make one's ship sail in the skies.
The Abyssal may never hold more pearls than half his Essence(round down).
Alternatively, a Storyteller may wish to limit this Charm further, by giving the player one 'type' of soul he can use(lovers, rulers, warriors, soldiers, a God's domain, the demons of a single yozi...) upon purchase of this Charm, and ask for 1 experience point for every new type of Soul the Abyssal learns how to wield.
Sword of Shadow
Master the Onyx Scythe
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 3
Minimum Essence: 3
Prerequisite Charms: Crypt Bolt
The Abyssal learns to manipulate the Essence of Void as a weapon, a perfect scythe meant to bring oblivion to anything it touches. It becomes as a scythe, and the Abyssal, skilled as the reaper with it. The Abyssal doubles his Permanent Essence when calculating the range of his Crypt Bolt attacks. Those attacks now deal Piercing damage.
Drawing the Sun's Shadow
Cost: 6+ motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Lore: 4
Minimum Essence: 3
Prerequisite Charms: Master the Onyx Scythe
The sun casts his light upon the world... but its shadow, seen nowhere but in the underworld, brings darkness to all. Drawing on this unseen shadow, the Abyssal brings its grandeur to her void-spawned blasts. Drawing the Sun's Shadow brings a Crypt Bolt attack in an area equal to twice the Abyssal's Essence rating. The Abyssal may increase this area by paying 1 mote per extra (Essence) yards, to a maximum of her Lore rating. This attack is undodgeable, and has all the statistics of the Abyssal's Crypt Bolt with 1 mote spent to it. It may be comboed with the Abyssal's Crypt Bolt Attack to increase the damage even further.
Obsidian Apotheosis Prana
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 4
Minimum Essence: 4
Prerequisite Charms: Master the Onyx Scythe
Abyssals always hear the Whispers. The Whispers of dead ones, the beat of the Underworld within their souls. Seeing things wither and die as they walk, pointing them towards the end of Creation. Walking as the Reaper, the Abyssal opens the Gate to those Whispers... and allow the Void to pour within their soul without retraint. The Abyssal becomes a living conduit to the dark energies, able to channel more of them to bring their dark designs into Creation. The Abyssal doubles the ammount of motes she may pour into Crypt Bolt, and her Crypt Bolt attacks follow the Whispers of the Malfeans to its targets, who increase the difficulty to defend against them by 1. She also receives Whispers *, if she had none already.
Drawing the Shattered Void
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 3
Minimum Essence: 3
Prerequisite Charms: Crypt Bolt
The Void was born broken. As it appeared below the crypts of dead Primordials, it was a broken thing whose shards spread all around the Underworld. Pieces of Void and Labyrinth, of the Neverborn's Dreams and Nightmares are all around... figments of void, pyre flame, labyrinthine crystals and whispers. All those broken things of the Underworld. As the Abyssal learns to draw the Shatterd Void, she learns to pull all those broken, lost things in a chrysanthemum of shadows in her hands before burning them in a pyre for the destruction of her enemies! Fueled by this sacrifice, the Abyssal's Crypt Bolts receive a base damage of her Essence+Lore, and those struck by them feel the pain of all those lost things, losing their Compassion in motes of Essence.
Blossoming the Forsaken Chrysanthemum
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 4
Minimum Essence: 4
Prerequisite Charms: Drawing the Shattered Void
In the Abyssal's soul, burning around her Exaltation, is the Forsaken Chrysanthemum. Brought about by the Abyssal's knowledge of what is lost and his understanding of the ways of the Void, he uses those little fragments of magic, memories and dreams to bring about the end of Creation. Every turn, he may pluck a number of petals from the chrysantemum equal to her Lore. Each counts as 1 mote spent on Crypt Bolt. The Abyssal may fuel Crypt Bolt solely with the petals in the chrysanthemum without spending a single mote of her own essence, but Crypt Bolt still works as a Charm in all other ways.
*Spring of Lost Dreams
Cost: None
Duration: Permanent
Type: Special
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms: Blossoming the Forsaken Chrysanthemum, Resplendent Relic Arsenal
When the petals of the Chrysanthemum fall, they scatter on the garden of the Abyssal's soul and other flowers spring up: Belladonnas of cold revenge, Passion Blooms of secret thrists, Snap-Dragons of broken masterpieces, hyacinths of ruined ideals and so on.
Using this Charm, the Solar may intentionally plant these.
This Charm extends the benefit of Blossoming the Forsaken Chrysantemum. He may exchange chrysanthemum petals for points that activate the Armaments he knows (provided by Resplendent Relic Arsenal), modifying a usage of Crypt Bolt. One petal is equivalent to two points. It's impossible to use half a petal.
Terrible Void Angel
Cost: 10 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms: Obsidian Apotheosis Prana, Blossoming the Forsaken Chrysanthemum
The Chrysanthemum blossoms. It fills the Abyssal with shards of forgotten power, and shimmer about her like an anima. It spreads like wings of broken glass filled with images from the past, power barely countained by the Abyssal's frame. All who behold the Abyssal or her blasts feel it... all the lost things in the world, in their life. It is a nostalgic shock, an oblivion-induced sorrow and ennui, making it harder to do anything but contemplate what is lost... and accept that one must join them. For the remainder of the scene, the Abyssal's opponents have the difficulty of their defenses against his Crypt Bolt attacks increased by the Abyssal's Lore score. The Abyssal is also protected by this, and any attacks against her have their difficulty increased by 1.
Essence Manipulation
*Obsidian Epiphany
Cost: None
Duration: Permanent
Type: Special
Min. Lore: 5
Min. Essence: 4
Prerequisite Charms: Wyld Shield Meditation
Once the Abyssal has mastered the shaping, using and consuming essence outside himself, he learns to shape them within himself. Each time the Abyssal learns this Charm, he chooses another Abyssal Charm he knows. He must have twice the listed Ability and Essence requirements for that Charm. From this moment on, he can use that Charm as an anima ability - it always creates an anima display, regardless of whether it was activated with Personal Essence (if this is the case, though, the display will subside imediately, with no lingering effect), and it does not count as Charm use for a turn. He is not forced to use it as an anima ability, however.
This Charm can be learned multiple times, but no more than the user has dots of Lore.
Knowledge
Forbidden Archeology Technique
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Min. Lore: 2
Min. Essence: 1
Prerequisite Charms: None
It is the purview of Abyssal lorekeepers to unearth the secrets of the dead, discovering in the shattered remains even the Malfeans have forgotten the means to bring down all of life! The Exalt may add die to any Lore roll involving secrets or arcane knowledge for every mote spent on this Charm; This bonus cannot more than double the character's Attribute+Ability pool.
Clouding the Mind Technique
Cost: 1 mote per 2 dice, 1 willpower
Duration: Indefinite
Type: Simple
Min. Lore: 4
Min. Essence:2
Prerequisite Charms: Forbidden Archeology Technique
Gathering the essence of entropy on the palm of her hand, the Abyssal touches his victim and bring out clouds of the void to her memory, making it hard to remember anything and everything from the world around her, enough to make even the greatest savant forget all about her mighty crafts! The Abyssal pays 1 mote for every 2 dice subtracted from the savant's pool for any and all uses of the Lore and Occult abilities. This Charm lasts as long as the Abyssal mantains the Essence committed to it. When the Essence is released, the savant may use his knowledge abilities again without a problem, but Mortals kept under the yoke of this Charm for a long time may not recover, at the Storyteller's discretion. The ability to work Thaumathurgy is lowered together with the Lore and Occult.
Knowledge Obliterating Method
Cost: 8 motes, 1 willpower
Duration: Instant
Type: Simple
Min. Lore: 5
Min. Essence:3
Prerequisite Charms: Clouding the Mind Technique
The Abyssal savant knows a thousand and one lessons of wisdom and the world... and the last one is how to destroy all wisdom, casting knowledge and experience into the Void, never to be remembered. This Charm converts damage upon the flesh into damage upon the mind, shattering one's ability and experience. Employing this Charm the Abyssal makes an attack that must deal at least one health level of damage. Each Health Level can be converted into the loss of one Ability dot from the Abyssal's victim. Those dots are lost for all purposes, lowering the opponent's pools, conditional penalties and bonuses from having a given score of an ability, and even the abiltiy to use Charms based on those lost Ability dots. Lost Ability dots are healed at the same rate as Lethal Health Levels(and magic may speed this proccess as it would real health levels), but the Abyssal can render this damage permanent by paying 1 Experience Point per lost Ability Dot(3 Experience Points per lost Abiltiy Dot for Exalted). This Charm can explicitly be comboed with Charms of other Abilities.
Secrets on Ashes Method
Cost: 5 motes, 1 willpower
Duration: Variable
Type: Simple
Min. Lore: 3
Min. Essence: 2
Prerequisite Charms: Forbidden Archeology Technique
Everything that has ever been destroyed is thrown to the Void. The Void is entropy incarnate, the end of ideas, ideals, knowledges and dreams. By reaching to the echoes of the Void, the character may touch a source of partly ruined knowledge - such as a book with ripped pages, burnt parts or an inscription in a cracked wall - and be able to perfectly discern the full content of the lost knowledge. This is a time-consuming proccess, requiring a few minutes for a few lost words, an hour for a few recently-lost pages, and even longer for words lost too long ago, requiring one hour for every 100 years the source of knowledge has been thus scarred.
Drawing Upon Shattered Memories
Cost: 15 motes, 1 willpower
Duration: Special
Type: Simple
Min. Lore: 4
Min. Essence: 3
Prerequisite Charms: Secrets on Ashes Method
The Exalt's understanding in the ways of lost things allows her to draw upon memories left by souls, much like hauntings mantain them, to enhance his learning a thousandfold! To use this Charm, the character must go to a place where the sort of knowledge he wishes to train into, a Trait or a Charm, was commonly learned, or where many who knew of it have fallen, and train within its use there, soaking upon the memories of the dead. Within this area The training time needed to raise or purchase that Trait or Charm is reduced by one step — months to weeks, weeks to days, days to hours. In addition, the penalty for lacking a tutor is eliminated. This Charm may allow a Moonshadow Caste Abyssal to learn Charms of other Exalted he exceeds the prequisites to by 2 dots without a tutor.
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Comments?
Are you accepting comments on these? -- GreenLantern
- Yup! Mind, reread them before commenting, I just changed a couple things who were too much. Like the horrible multiplier in Obsidian Apotheosis.... also, they are made for a specific player of mine, Selina, for a specific game, so I might not change things as readily as usual. With that said... comment away ^^ -- GoldenCat
Well, I love the idea, and frankly wish Solars had something equivalent. Why I have yet to see a good Solar Bolt, I don't know. Back to you, then. My primary concern has to do with 'free awesome'. As a player, I love it. As a second-circle demon of crunch, it scares me. I see a number of charms combined, that give you something along the lines of (Essence+Lore) base damage, with an accuracy bonus of (2*Essence), draining Compassion motes per hit. The minimum cost is 1m to launch such a bolt, and you can do it for free (Without even a simple-scene-long activation at the beginning of a fight) with a rate of (Lore). If you want more, you get more, because if you choose not to split your pool that turn, you can add (Lore-1)*2 to the damage of the single shot you make, and since your Lore is 5 (it is 5, right?), that's adding another 8 damage. Thus, you're looking at a weapon with the following choices of stats:
- Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore+8L (roughly 17L), Range: Essence*20 yards (roughly 80 yards), Rate 1 Notes: Peircing, drains (Compassion) motes from target per hit
- Accuracy: (Essence*2) (Roughly +8), Damage: Essence+Lore (roughly 9L), Range: Essence*20 yards (roughly 80 yards), Rate 5 Notes: Peircing, drains (Compassion) motes from target per hit
I'll admit it's pretty cool. I personally love the idea of a character that doesn't need a bow, or ammo, or anything, just blasting away. At the same time, for the ~5 charms you're putting in, you're walking around with a fairly high-damage and accurate weapon that takes no essence to use, ever. It's incredible for long fights, killing armies, et cetera. The only real cost is that you need to waste your charm action, or use a combo. Unless, of course, you spend two additional charms in, and make Crypt Bolt your anima-charm. Since all you're doing is enhancing Crypt Bolt (with it's 2-dot requirements) you only need (4,4) to make it an anima ability. Again, a cool charm. Except you're now Queen Death-Cannon, Destroyer of Hopes. Sure, it's a large charm commitment. At the same time, The total lack of needing to use Essence scares me. I think I'm over-reacting, as really, a good artifact bow can do most of this, as can the awesome Dragon-Blooded Charms I saw the other day. Ahh hell - I'll just say this is wicked, and be careful. If anything, I'd say watch that 17L damage if you only take one shot a round, and otherwise, go for it. With 7 charms devoted to something, it's allowed to be cool as hell. -- GreenLantern, converting himself.
And one more thing. You're going to write a set of these for Solars now, right? *pokes* -- GL
- Well... you *are* right. But also... background. Those Charms were made upon a request of said player to have Abyssal Charms equivalent to Moxiane's *awesome* Crypt Bolt Cascade. On the high weapons, I am having in mind a Meleeist can use a Glorious Solar Saber with the Sol Invictus enhancements and willows' 'armaments' to have some pretty unholy things(even though I'd never allow the Armaments' perma-un-x-able on a game. Ever. But all others are nifty). This is important since, unlike my Sorcery Spells(which I know you know of! ^^) which were made on a vacuum, those were made for a specific game, and thus those assumptions are important(even though they are warmly recommended!), and within them, that setup is mostly fine, and lacks the charm support of the Melee.
On a vacuum, I would be veery wary of using those Charms mostly because I think blasts should remain the Dragonblooded's niche, if not on having them, at least on being able to expand them to such power. They were made to alow, yes, Queen Death-Cannon, Destroyer of Hopes =D Fun how it does describe her well... >.>
Heh, a set for Solars... I dunno, it just feels weird for Solars to have it, for me! Abyssals I can see blasting like that, even though I prefer it to be mostly a DB thing, but Solars... well, I see them as more human. Though if I did Solars, I'd probably soooo take a cue of willows' 'Brilliant Jewel Lance' to allow you to filter the blasts through Hearthstones for nifty Dragon-Graced-Weapon-ish effects... Solar thing so should be less just 'shiny' and more personal and a myriad of different styles, I think...
Also, there is a Solar Bolt in SI ^_^ I'd just built upon it if I make those Charms! *Nods* -- GoldenCat
- Well... you *are* right. But also... background. Those Charms were made upon a request of said player to have Abyssal Charms equivalent to Moxiane's *awesome* Crypt Bolt Cascade. On the high weapons, I am having in mind a Meleeist can use a Glorious Solar Saber with the Sol Invictus enhancements and willows' 'armaments' to have some pretty unholy things(even though I'd never allow the Armaments' perma-un-x-able on a game. Ever. But all others are nifty). This is important since, unlike my Sorcery Spells(which I know you know of! ^^) which were made on a vacuum, those were made for a specific game, and thus those assumptions are important(even though they are warmly recommended!), and within them, that setup is mostly fine, and lacks the charm support of the Melee.
- Though, I give that the Accuracy might be too much. Leaving Acc alone! -- GoldenCat
gasp The Burning Epitaph Blade is scandalously excellent. - willows
I have to agree with willows here! Question, since I plan to suggest this charm to my ST for use with antagonists: when used to permanently sever a person's love, can that love ever re-develop? Perhaps by freeing the soul from the pearl which allowed the severing, or by slaying the Abyssal who severed it? - IanPrice
- Thanks ^_^ And um. That was added because Shun the Smiling Lady does that(at lower ess, jumping through fewer hops, does more, without the HORRIBLE exp cost, etc) and I kinda had in mind that a villain, as a default, wouldn't have the experience to pay. External means would be going to Mathesine of the Lost, I'd think(not to Heaven, being an Abyssal Charm it'd probably commit any records of the love on the Bureau of Serenity to the void)... but the rose turning red thing(and thus, 'absorving'/'drinking' the love) really *is* a caveat for destroying the pearl bringing the love back, isn't it? So pretty much - save the soul, save the love! (I'd also allow one to bring back with an end-of-sailor-moon +3 social stunt, but I'm a sap) ~ GoldenCat
- I probably would too... but ONLY if the character stood for love, and also for justice! - IanPrice
GREAT CTHULHU SO MANY CHARMS!!! MY BRAIN BURNS!!! - Han'ya is still working on that whole "attention span" thing