AbyssalDodge/GoldenCat
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Void Movement
Wind-Blown Ashes
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 1
Minimum Essence: 1
Prerequisite Charms: None
The Exalted channels Essence through her body and movements, moving like ashes dancing on sacrificial smoke.
For each mote spent the Exalt can add 2 dice to an attempt to dodge an attack she is aware of. This Charm can create a reflexive defense pool, and the character cannot gain more dice than her regular Dexterity + Dodge pool.
Flickering Shadow Defense
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 1
Prerequisite Charms: Wind-Blown Ashes
Moving faster than the shadows cast by a guttering candle, the Abyssal may evade blows with supernatural prowess.
The character may dodge a single attack that she is aware of with his full Dexterity + Dodge pool.
Flickering Wisp Technique
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Flickering Shadow Defense
The Abyssal ripples and vanishes like smoke in a stiff breeze, appearing right afterwards. This Charm allows the Abyssal to perfectly dodge any one attack, even area attacks, that he can perceive without a roll. The character still cannot dodge magical effects that explicitly prohibit dodging, however.
Flowing Evasion Assault
Cost: None
Duration: Permanent
Type: Special
Minimum Martial Arts: 4
Minimum Essence: 3
Prerequisite Charms: Flickering Wisp Technique
In addition to to vanishing out of harm's away, the Deathknight who possesses Flowing Evasion Assault can move away from strikes like wind-blown incense when activating the Flickering Wisp Technique at no extra cost.
When the character uses that Charm she can move up to her Dodge in yards in any direction - and if the attacker is within this range, the Abyssal may automatically reappear behind her opponent and receive the full benefit of striking an opponent from behind.
No Movement
Flitting Shadow Form
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 1
Minimum Essence: 1
Prerequisite Charms: None
The Exalted channels Essence through his body, becoming a shadow that fills all incoming blows with cold entropy, weakening them to nothingness.
For every mote spent, the Abyssal reduces the dice pool of a single attack against him that he is aware of by two dice. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score.
Fivefold Shadow Form
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 3
Minimum Essence: 2
Prerequisite Charms: Flitting Shadow Form
With this Charm the Deathknight becomes a shadow that cuts away motion and strength, bringing atrophy and stillness to all incoming strikes.
The attacker loses a number of dice from a single attack roll equal to the deathknight's Dodge + Essence. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score.
Ethereal Prince Attittude
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Fivefold Shadow Form
Suffusing his body with Essence of the Void the Abyssal cuts his flesh away, leaving naught but his vengeanful soul to face his opponents. Activating Ethereal Prince Attittude the Deathknight becomes an incorporeal being, going through corporeal barriers and attacks as if they were not even there. He remains visible to onlookers as a luminous translucent phantom. Obviously, Ethereal Prince Attittude provides no defense against attacks that function against immaterial beings. The Deathknight remains insubstantial until the end of the turn, when his flesh returns from the Void to once again coat his soul, although he can rematerialize at any point he wishes before the end of the turn. This Charm can be activated multiple times throughout a turn, with the Deathknight slipping in and out of the corporeal world to strike at the living before vanishing into an incorporeal soul once again.
Untouchable Nightmare Stance
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 2
Prerequisite Charms: Ethereal Prince Attittude
One can never chase a nightmare - much like the Neverborn's dreams of nonexistence and the destruction of the hated Exalted and loved Creation, they are always one step too far, seeming farther the more one runs torwards them. With this Charm the Deathknight impresses the torment of the Neverborn upon her attackers. When activating this Charm the Deathknight increases the distance an attack must traverse to strike her by (her [Essence + Dodge] x2) yards. This Charm can be used before each attack on a chain of attacks, and may avoid an attack entirely if the opponent does not possess enough movement to follow the Abyssal. The Deathknight herself does not move - she remains in the same place as her opponents seem to move in place forever to reach a target always one step too far.
Motion-Killing Gesture
Cost: None
Duration: Permanent
Type: Special
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Untouchable Nightmare Stance
No Thought
Death Guards Its Master
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 4
Minimum Essence: 2
Prerequisite Charms: Fivefold Shadow Form, Wind-Blown Ashes
The lord of death does not ever need to move from the strikes of pretenders - even if unaware of an incoming attack his shadow lashes out to his attacker, causing the blow to falter by whispering of his would-be-assassin's demise.
Whenever a character with this Charm receives an unexpected attack he can activate this Charm to subtract twice his Essence from his attacker's dice pool. If a Deathknight's player does not choose to activate this Charm the Exalt does not sense the blow until it lands.
Incomparable Phantom Form
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Death Guards Its Master, Flickering Shadow Defense, Ethereal Prince Attittude
Suffusing his body with spectral Essence, the Abyssal becomes translucent and partially dematerialized.
In addition to unnerving opponents, this transformation allows the Exalt to dodge all incoming attacks, perceived or otherwise, with his full Dexterity + Dodge pool.
Nightmare King Attittude
Cost: 8 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charms: Incomparable Phantom Form, Untouchable Nightmare Stance
Suffusing his body with the nightmares of the Neverborn the Deathknight's form becomes horrific and fluid. This transformation causes creeping fear to fill an opponent's every glance, entropy to fill his every blow, stopping them before they come even close to harm. For the remainder of the Scene all attacks against the Deathknight must traverse twice their normal distance to connect and subtract the Deathknight's Dodge+Essence from their dice pool. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score. The Deathknight himself does not move - he remains in the same place as his opponents seem to move in place forever to reach a target always one step too far.
Void Avoidance
Void-Body Defense
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 3
Prerequisite Charms: Ethereal Prince Attittude, Flickering Wisp Technique
The ultimate outcome of using Necrotic Essence to warp away one's flesh is to just cease to exist. And that is precisely what the Abyssal possessing this Charm does. Flesh and soul fading away, all that is left of the deathknight enacting this Charm is a gaping void with dead burning stars for its eyes. Nothing affects her and she affects nothing - for she is not there, a mere, but unsettling representation of a being that has ceased to be, although Abyssals, lords of the Void, can recover their existence from it with but a thought. Using this Charm, the Exalt may evade any one attack she can perceive, even if it is normally undodgeable. If this Charm was used to dodge an attack with an area of effect which the character would still be subject to, however, she must reactivate this Charm each turn to remain nonexistent; if she cannot afford to do so, she suffers the full effects of the attack. Astrological and Enviromental effects cease affecting the character the moment she ceases to exist and do not resume their actions unless they are persistent area effects - the world cannot effect that which does not exist. The character may take no actions until she resumes existing.
World-Warping Avoidance
Cost: 10 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Martial Arts: 5
Minimum Essence: 4
Prerequisite Charms: Void-Body Defense
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