GoldenCat/AbyssalAnimas

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This is my attempt at making the dark mirrors of PassengerPigeon's anima powers.

With thanks to Haren!

Abyssal Anima Powers

The inherent powers of the Abyssal Exalted take three forms. Each caste has a great power they can draw upon in times of need. Each caste has a unique capability inherent in their peerless Essence flows. And each caste has a special privilege granted them by the word of the Malfeans, to better harness the powers of the Underworld and bring them to bear upon the living.

Dusk

  • Inherent Excellence: No Motion. Death to all the Chosen, the Ascending Darkness can counter even the greatest fighting arts ever devised -- they are able to perceive the Soul-Fire of building secret techniques and cause the raging Essence to wither and die with the martial gesture that ends all war. A Dusk Caste Abyssal may reflexively spend 1 Willpower when perceiving a Combo being used in their vicinity and engage in a contest of their Permanent Essence against that of the character enacting the Combo -- should the character win the contest it takes effect as it should, but should the Abyssal win the contest the secret technique is broken in a burst of Necrotic Essence, its fires snuffed with no motion. The character enacting the Combo loses his action and the willpower spent activating the Combo, although no motes are spent and the character can re-enact the Combo at any time (immediatly so in the case of Reflexive Combos.)
  • Supreme Power: Master All Entropy. Instruments of destruction, the Children of Ash have mastered the forces of entropy -- all will end on their word, and no implement of war will end without their say-so. As long as he holds ownership of an implement of war it becomes immune to entropy: it is unbreakable, cannot be forcibly deatunned and will always wield its benefits as if the Exalt were of the appropriate Exalted type even if not made of Soulsteel. This does indeed mean that Grave Goods under the ownership of the Children of Ash can be taken into Creation and never wither -- the Neverborn have decreed that the Dusk Caste bring the Underworld's might to the living lands.
  • Dark Favor: Death's Pale Warlords. The Peacebringers are the leaders of the armies of the Underworld and are attuned to all the energies of death upon the battlefield. When a Dusk Caste Abyssal goes to war he is able to sense the location and movements of all undead soldiers at his command, as well as the destruction (or death, in the case of the rare living soldier) of any soldier fighting under his banne -- receiving a one-line report of the circumstances behind it as perceived by the fallen soldier.

Midnight

  • Inherent Excellence: Fated in Dark Stars. The leaders of the Abyssal Exalted, the Resplendent Darkness are the personification of Malfean will. In their determination, the living see their death, a clear and terrifying vision of the terrible fate written for them in the dark starts of the Underworld. Whenever the Midnight channels a virtue on an opposed roll, the opposition loses dice equal to twice the channeled virtue. This is an Entropic Effect -- it can lower the opponent's pool to 0 regardless of their Permanent Essence rating.
  • Supreme Power: Invincible Armor of Faith. The Echoes of the Abyss have the strength to endure any opposition in the name of their cause. When suffering health levels of damage, a Midnight Caste Abyssal may spend 5 motes and roll his permanent Essence. Each success subtracts one health level from the damage he would take.
  • Dark Favor: Blood-Blessed Priests of Oblivion. Each Midnight Caste Abyssal is a full-fledged priest of the Mafeans, with the rights, powers and responsibilities pertaining thereunto. They intrinsically know all the rituals and sacraments of worship, as well as the name and general tale of each ghost they lay their eyes on. Their gods know of them and the inescapable knowledge their existence will fall in the Oblivion is for the Midnight to impart.

Daybreak

  • Inherent Excellence: Stagnant Essence Flows. No one knows more about the essence of the Underworld than Daybreaks, and they have learned to replicate it in the world around them. The Descending Darkness may reflexively spend 1 willpower to bring shadow to the world of living. For a number of turns equal to the Abyssal's Essence rating, all those she can perceive that do not make use of necrotic essence(those able to respire Essence in the Underworld) pay a 1-mote surcharge on every charm activation.
  • Supreme Power: Thought Becomes Action. Applied knowledge is the cornerstone of the Daybreak Caste; their peerless sagacity allows them to accomplish any design with a minimum of effort. Once a day, by spending 5 motes, a Daybreak Caste Abyssal may complete in one turn any non-opposed task that would normally take no longer than a day -- the information she needs is already within her mind, the tools she has at hand can easily be made ideal for the job, and the work necessary is performed in a few simple motions. This effect does not and cannot actually speed up the Daybreak's movement or actions; it merely allows them to see the best way to accomplish a certain goal. As an example, if this were used to deliver a message to a nearby town, in a few seconds, it would be there. It's up to the player to optionally describe some mechanism, such as catapult, flock of birds, or pneumatic tube, that did the job.
  • Dark Favor: Inquisitor-Kings of the Underworld. The Children of Bone are tasked with the responsibility of gathering all knowledge in the underworld, no matter how forbidden, so as to make greater engines of extinction. In pursuit of this sacred duty, they may enjoin any creature of the Underworld to aid them by disgorging their hard-won information. Once a scene, a Daybreak Caste Abyssal may ask a question in their official capacity as a Daybreak of any creature of the Underworld; they must answer to the best of their ability. Deathlords are not exempt of this, but most Abyssals learn to respect their masters, as abusing this ability in the former Solars tends to shorten an Abyssal’s lifespan considerably. Abyssal Exalted, however, are not geased for this power.

Day

  • Inherent Excellence: Midnight at Noon Display. This is the corebook Night caste anima-suppression ability, except that the cost is 2 motes, rather than doubling the motes being spent.
  • Supreme Power: Unbroken Twig Step. This is the corebook Night caste perception-dulling ability, except that the cost is 5 motes, rather than 10, and the difficulty penalty is equal to half the Night's permanent Essence rounded up.
  • Dark Favor: Lords of Silence. Of all the Abyssal, the Daywalkers are the only ones expected to still walk the living world, to bring death where undead armies and powerful necromancy cannot. Thus, the Malfans forgive the Children of Blood's transgressions of the tenants of death. When working under direct orders of the Deathlords or the Malfeans no action that follows those orders accumulate Resonance. It must follow the orders to the letter. The Day will not accumulate Resonance for sleeping with the wife of the man he was ordered to impersonate - but will do so if he is impersonating a merchant and decides to lay with a woman in his path.

Moonshadow

  • Inherent Excellence: Ten-Thousand-Times-Masked Soul. This is the corebook Eclipse caste ability to learn charms of other supernatural, except that the cost is 2 extra xp and 2 extra motes, rather than doubling both.
  • Supreme Power: Malfean Bound Contract. This is the corebook Eclipse oath-sanctifying ability, except that the cost is 5 motes rather than 10.
  • Dark Favor: Spinner of Intrigues. Any good diplomat knows that one must keep tabs on their intrigues. A Moonshadow always knows the location of any one assossiate, their condition, and, if they were given a duty by the Moonshadow, their status in accomplishing said goal. Effects that cloak one from supernatural perception will rob the Moonshadow of this knowledge.