AbyssalLore/Ambisinister

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Essence Hemorrhaging Strike</b>

<b>Cost:  5 motes, 1 willpower
Duration: Instant 
Type: Supplemental
Minimum Lore: 5
Minimum Essence: 4
Prerequisite Charms:: Essence Scattering Blast

Deathknight's employing this charm encase their weapons or fists with essence of Oblivion. Upon striking their target, these shards splinter off and perforate the victim's essence, causing it to leak and gush unchecked like blood from a wound. For a number of rounds equal to the Deathknight's permanent essence the target loses a number of motes each round equal to their permanent essence. In addition, whenever they would spend motes, for every three motes spent, a fourth bleeds away. All motes lost as a result of this charm contribute towards anima flare. This charm has no effect on beings with unawakened essence. This charm may be used to supplement attacks from other abilities. Likewise, it may explicity be placed in combos with charms from other abilities.

Skill Quenching Malevolence</b>

<b>Cost:  2 motes per die, 1 willpower
Duration: One Scene 
Type: Simple
Minimum Lore: 3
Minimum Essence: 3
Prerequisite Charms:: Crypt Bolt

By focusing on his spite of Creation, an Abyssal Exalted may empower tendrils of Oblivion and set them forth to crush and bury the spark of knowledge within his opponents. Both the eyes of the Abyssal and his victim flicker briefly with tainted essence when this charm is employed. An alert observer may notice this with a successful wits+awareness roll at difficulty 3. Anyone the Abyssal can perceive who is no further that his permenant essence x 3 in yards away is a legal target for this charm. When activating this charm, the Abyssal chooses an ability and may reduce all of his victim's dice pools relating to that ability by 1 die for every 2 motes spent. The maximum number of dice that can be lost from any pool is equal to the victim's rating in that ability.

Mind Shattering Pulse</b>

<b>Cost:  6 motes + 3 motes per die, 1 willpower
Duration: Special
Type: Simple
Minimum Lore: 4
Minimum Essence: 4
Prerequisite Charms:: Skill Quenching Malevolence

The more the skilled the Deathknight, the the better he becomes at channeling the essence of Oblivion. Abyssal exalted who master this charm are capable of gathering large amounts of unadulterated Malfean essence and grounding them through some poor, hapless soul. Cascading arms of essence arc from the Abyssal's eyes and cast mark into the skull of his victim, savaging and eroding his mind and spirit. The Deathknight must make eye contact with a being no further away than his permanent essence in yards to employ this charm. Once Mind Shattering Pulse is activated, the Abyssal rolls his Intelligence + lore + permanent essence in a contested roll against his target's willpower. The Abyssal may add dice to his roll at a rate of 3 motes per die; this bonus can no more than double his intelligence + lore. For every success the Abyssal wins by the victim both suffers a one die penalty to all pools and looses a point of temporary willpower. The die penalty inflicted by this charm lasts only for the scene. Once a victim runs out of temporary willpower he begins losing points from his intelligence and wits attributes. Points are always taken from whichever attribute is currently the highest. In the case of a tie, the point is taken from intelligence. Once both attributes reach 0, the victim starts losing points of permanent willpower. In addition, once an attribute reaches 0 the victim is reduced to a whimpering, catatonic wreck, incapable of any action. This state persists for a number of months equal to (3 + the abyssal's permanent essence)- the victim's permanent willpower. After this time the afflicted person begins recovering lost attribute points at the rate of 1 point a month, points always going to the attribute which is currently lowest, and going to wits in the case of tie. Once both attributes are at 1 the victim can begin functioning again.

Exalts are more resistant to this charm's effects than mortals; they are able to add their permanent essence to the contested roll to resist. Exalts targeted by Mind Shattering Pulse receive penalties and lose temporary willpower as mortals. Exalts may negate attribute loss at the rate 3 motes per point negated. Should an exalt be rendered catatonic by this charm, both the duration and attribute recover rates are measured in days instead of months.

Charms capable of curing insanity can bring a victim out of catatonia, but will not hasten attribute recovery.

It is difficult to activate this charm in creation: The charm costs 12 motes + 3 per die, and 2 willpower when employed in Creation. Deathlords ignore this restriction. There is no surcharge for using this charm in a Shadowland. Motes spent powering this charm are not committed.

Experience Burying Execution</b>

<b>Cost:  12 motes, 1 willpower
Duration: Special 
Type: Simple
Minimum Lore: 5
Minimum Essence: 5
Prerequisite Charms:: Mind Shattering Pulse

With expertise comes finesse. A Deathknight at this level of mastery is capable of wielding Oblivion with precise focus. Instead of simply sundering their consciousness, he may deftly insert slivers of Oblivion into his foes' minds, selectively destroying whatever memories and experiences he wishes. Insidious tendrils of essence creep forth from the Abyssal's eyes and cast mark and snake into the eyes, ears, mouth and nose of his victim. The Deathknight must make eye contact with a being no further away than his permanent essence in yards to employ this charm. The Abyssal rolls his Intelligence + lore + permanent essence against a difficulty equal to his target's permanent willpower. For every extra success he receives on this roll he may reduce the rating of an ability by one, remove a specialty, or erase a single memory or piece of knowledge from his victim's mind. What constitutes a single memory or piece of knowledge is left to the story teller's discretion. This charm does not allow the Abyssal to read his victim's mind or provide him with knowledge of his victim's skills. The character simply states what he is aiming to remove, if the victim doesn't actually possess the knowledge or skills the player is removing, then spent successes are wasted.

When used on mortals, the effects of this charm are permanent and do not require the Abyssal to commit any essence. When used against Exalts, the effects of this charm last only as long as the Abyssal keeps the essence committed. At any point the Abyssal may expend a number of exp equal to the lost trait, or 2 exp in the case of memories, to make the loss permanent. Exalts may also add their permenant essence to the difficulty of the Abyssal's roll.

There is a surcharge for using this charm in Creation. The cost is changed to 20 motes and 2 willpower. The committment cost to maintain the charm remains at 12 motes. Deathlords ignore this restriction.

Soul Snuffing Blossom of Oblivion</b>

<b>Cost:  15 motes, 1 willpower
Duration: Instant 
Type: Simple
Minimum Lore: 6
Minimum Essence: 6
Prerequisite Charms:: Experience Snuffing Execution, Wyld Slaying Burst? (unsure about this one)

The Deathknight calls upon the very heart of the Void and draws its power deep within himself. This fearsome power invokes the pure spite and hatred the Malfeans feel for Creation, coalesces it into the Deathknight, and then looses it in a keening burst. For a split second his silhouette flips into an eye searing negative image before the contained essence fountains outward from the Abyssal in spiraling waves which quest for sentient beings. The Deathknight rolls his intelligence + lore + permanent essence. So long as he scores a single success all extras within his permenant essence in yards are instantly slain as their minds are first scoured clean and then devoured by Oblivion. All extras withing 3 times that distance who are not slain must succeed at a willpower check with a difficulty equal to the Exalt's permanent essence or be paralyzed as their minds simply shut down from terror. Non-extras within the Deathknight's peremanent essence in yards suffer a number of levels of lethal damage equal to the number of successes on the Deathknight's roll. This is considered environmental damage soakable only by targets' peremenant essence. It can be reduced to 0. In addition, targets must make a willpower roll with a difficulty equal to the Abyssal's permanent essence. If they fail they suffer from a dice penalty equal to the Abyssal's permanent essence. If they succeed the penalty is halved. Non-extras outside of this range but within 3 x the Deathknigt's permanent essence in yards need only make the willpower check.

When used in Creation, the Abyssal receives a level of unsoakable aggravated damage from employing this charm. Deahtlords ignore this restriction.

Comments

Debating whether or not to add 1 willpower to the cost of Skill Quenching Malevolence. The most comparable canon charm is Sidereal Shell Games, which does have a willpower cost. - Ambisinister

Sounds fair to me. Upon my first reading of that charm I thought it was a bit overpowered for it's requirements, but a WP point added to the cost would balance it nicely, I think ~ BrigandRansom

Well, in the end, it's a scene long, stat affecting charm, so a willpower is most likely appropriate.-Ambisinister