Difference between revisions of "AbyssalInvestigation/BogMod"

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(*Everyone likes talking skulls.)
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The Neverborn will never forget their lives and in their hate no corpse of flesh and bone or spirit can truely forget their life either.  This charm permanently enhances its prerequisite.  In a process that consumes the body of the Deathknight can force a corpse to explain one matter or reveal one thing.  They explain it with all the intelligence they had in life and until the Deathknight is satisfied.  It is up to the Storyteller to decide if the Deathknight's requests for explanations of matters has departed from the main one and so end the charm.
 
The Neverborn will never forget their lives and in their hate no corpse of flesh and bone or spirit can truely forget their life either.  This charm permanently enhances its prerequisite.  In a process that consumes the body of the Deathknight can force a corpse to explain one matter or reveal one thing.  They explain it with all the intelligence they had in life and until the Deathknight is satisfied.  It is up to the Storyteller to decide if the Deathknight's requests for explanations of matters has departed from the main one and so end the charm.
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<b>Sense of Suffering Meditation</b>
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<b>Cost:</b> 6m; <b>Mins:</b> Investigation 5, Essence 4; <b>Type:</b> Simple<br>
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<b>Keywords:</b> None<br>
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<b>Duration:</b> Until released<br>
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<b>Prerequisite Charms:</b> Spider in Society's Web, Crime-Unveiling Wickedness, Deception-Piercing Stare
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Every cruel deed, every death, every intentional act to hurt another resonates down into the Labyrinth and pleases the Neverborn, at least as much as creatures like them feel pleasure.  Entering a semi-trance the Deathknight can tune herself to those vibrations and sense such deeds as they happen.  Within a clearly defined area no larger then a city the Deathknight can immidiently make a Perception + Investigation roll at standard difficulty whenever someone takes an action to harm another(Harm as defined in Abyssals on page 153).  Success means that she is aware of where the deed is happening and the apparant people involved.  Successes over the threshold let her penetrate disguises or notice an act or trap that isn't immidiently dangerous but will cause harm later.  Setting up a Soulbreaker Orb to go off the next day would be a Diffulty 3 action, next week would be 4, next month 5 and anything beyond that beyond the this charms abilities, as are things such as traps which while designed to hurt their purpose is not to hurt.  This charm requires much concentration halving all dice pools, aside from the one used for this charm, while the charm is active.
  
 
== Comments ==
 
== Comments ==

Revision as of 01:27, 30 November 2009

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Grave Forgotten Secrets
Cost: -; Mins: Investigation 5, Essence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Corpse Questioning Technique

The Neverborn will never forget their lives and in their hate no corpse of flesh and bone or spirit can truely forget their life either. This charm permanently enhances its prerequisite. In a process that consumes the body of the Deathknight can force a corpse to explain one matter or reveal one thing. They explain it with all the intelligence they had in life and until the Deathknight is satisfied. It is up to the Storyteller to decide if the Deathknight's requests for explanations of matters has departed from the main one and so end the charm.


Sense of Suffering Meditation Cost: 6m; Mins: Investigation 5, Essence 4; Type: Simple
Keywords: None
Duration: Until released
Prerequisite Charms: Spider in Society's Web, Crime-Unveiling Wickedness, Deception-Piercing Stare

Every cruel deed, every death, every intentional act to hurt another resonates down into the Labyrinth and pleases the Neverborn, at least as much as creatures like them feel pleasure. Entering a semi-trance the Deathknight can tune herself to those vibrations and sense such deeds as they happen. Within a clearly defined area no larger then a city the Deathknight can immidiently make a Perception + Investigation roll at standard difficulty whenever someone takes an action to harm another(Harm as defined in Abyssals on page 153). Success means that she is aware of where the deed is happening and the apparant people involved. Successes over the threshold let her penetrate disguises or notice an act or trap that isn't immidiently dangerous but will cause harm later. Setting up a Soulbreaker Orb to go off the next day would be a Diffulty 3 action, next week would be 4, next month 5 and anything beyond that beyond the this charms abilities, as are things such as traps which while designed to hurt their purpose is not to hurt. This charm requires much concentration halving all dice pools, aside from the one used for this charm, while the charm is active.

Comments