DBSInfernalCharmsMelee
Contents
- 1 Melee Charms
- 1.1 Lead the Dance
- 1.2 Arm for a Hand Technique
- 1.3 Icon-Toppling Attitude
- 1.4 Deja Fu Incantation
- 1.5 Unfurling Karmic Strike
- 1.6 Chimes In The Wind
- 1.7 For Whom The Bell Tolls
- 1.8 Expendable Weapon Approach
- 1.9 Bronze Lotus Desecration
- 1.10 Rip The Nails
- 1.11 Sever The Wrist
- 1.12 Gaping Hand Concealment
- 1.13 Birthing Wrath's Child
- 1.14 Feedback
Melee Charms
Lead the Dance
- Cost: 3 motes per die
- Duration: Instant
- Type: Supplemental
- Minimum Melee: 2
- Minimum Essence: 2
- Prerequisite Charms: None
Swinging her weapon in arcs as beautiful as they are deadly, the Infernal draws her opponent into a beguiling and beautiful dance - one that she leads. As her opponent's strokes become designed to ease rather than block her own movements, the Exalt may steal die from her opponent's Melee pool to add to her own. She may not steal more dice than her unaugmented Dexterity+Melee pool.
Arm for a Hand Technique
- Cost: 1 mote, 1+ Lethal health levels
- Duration: Instant
- Type: Supplemental
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Lead The Dance
Slashing her free wrist with her weapon, the Infernal blesses her blade with her own sufferance and malice, the gore smoking away in an irridescant crimson. Should the attack hit, the number of successes are multiplied by (1 + health levels lost) for the purposes of determining damage. An Exalt may not spend mroe than their Essence in health levels this way.
Icon-Toppling Attitude
- Cost: 3 motes per die
- Duration: Instant
- Type: Supplemental
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Arm for a Hand Technique
The Infernal focuses her disdain of greatness about her weapon, charging it that even the mightiest foes might feel her pain. If the blow is successful, every 3 motes of Essence spent by the character adds one to the minimum dice rolled after soak (normally one or zero, depending on whether her foe has hardness). The character cannot purchase more minimum dice than her permanent Essence.
Deja Fu Incantation
- Cost: 3 motes
- Duration: Instant
- Type: Extra Action
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Lead the Dance
The whistling of the Infernal's weapon through the air and wind through her lips becomes a jarring chord, and the Exalt's attack splits into two before joining once more in her foe's flesh. Make two attacks against the same opponent, and each may be defended against normally. Only roll damage once, however; the total net successes of both attacks are added to determine the damage for this. This means that unless both attacks are reduced to 0 net successes, the attack will hit.
Unfurling Karmic Strike
- Cost: 5 motes, 1 Willpower
- Duration: Instant
- Type: Extra Action
- Minimum Melee: 5
- Minimum Essence: 2
- Prerequisite Charms: Deja Fu Incantation
The Infernal shouts, her voice splitting into a thousand different notes as she blossoms outward into many replicas, each bringing their weapons to bear in a different arc. The Exalt makes attacks at her full pool equal to her Essence, each against the same opponent. Total the net successes of each attack and use this number to calculate damage with.
Chimes In The Wind
- Cost: 2 motes
- Duration: Instant
- Type: Reflexive
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Lead The Dance
With this Charm, the Infernal can turn a foe's defences against him. As her opponent brings forth a parry, she lets her own blade be stopped - but with a twist on causality and a ring like two chimes meeting, her opponent's weapon flies back at him with the same momentum. Activated immediately after a parry is declared, Chimes In The Wind reduces the basic pool for the parry (before Charms) to 0. This has no effect on perfect parries, as they do not need to roll. This Charm cannot be activated more than once for each parry attempt.
For Whom The Bell Tolls
- Cost: 3 motes, 1 Willpower
- Duration: Instant
- Type: Reflexive
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Chimes In The Wind
As her foe bring her weapon up in defence, the Infernal meets it, the two ringing together with a low rumble. The momentum of her blow is not stopped - her foe's weapon shakes heavily, and in a moment the ringing passes to her opponent's arm, stripping away flesh in the process. This Charm negates any parry before it is rolled. Perfect parries are unaffected.
Expendable Weapon Approach
- Cost: 1 mote
- Duration: Instant
- Type: Simple
- Minimum Melee: 2
- Minimum Essence: 1
- Prerequisite Charms: None
Should her weapon fall out of her grasp, the Infernal need only make a sigil of spite and the weapon will melt away into metallic ichor. The pool of liquid metal flows along the ground, up any available surface and to the Exalt's hand, at which point a new, identical weapon is formed from the flowing substance. Whilst the reduced weapon can flow across all surfaces and traverse walls and ceilings, it cannot escape line of sight or travel across gulfs.
Bronze Lotus Desecration
- Cost: 3 motes
- Duration: Instant
- Type: Supplemental
- Minimum Melee: 5
- Minimum Essence: 3
- Prerequisite Charms: Expendable Weapon Approach
The character utters a prayer to the Yozis, and her weapon becomes a blasphemy against the forces of heaven. It deals aggravated damage against gods, elementals, celestial Exalted and other such creatures of heaven. If it reduces them below Incapacitated they are destroyed utterly, their inner Essence curdling into destructive energy until nothing but fine bronze dust and noxious green vapour remains.
Rip The Nails
- Cost: (Weapon's Damage + 3) motes
- Duration: Instant
- Type: Simple
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Expendable Weapon Approach
With a disdainful gesture, the Infernal causes blossoms of verdigris to appear across any weapon in line of sight. The character makes a Dexterity + Melee check at difficulty 3. If successful, the weapon moulders away to green rot and blobs of molten metal, irreparable. This Charm cannot be used against weapons made of the Five Magical Materials, or against ones made of Essence.
Sever The Wrist
- Cost: (Weapon's damage + 3) motes, 1 Willpower
- Duration: Instant
- Type: Simple
- Minimum Melee: 5
- Minimum Essence: 3
- Prerequisite Charms: Rip The Nails
Inciting runes of decay with a flick of the wrist, the Infernal can attempt to cause the Essence around a weapon to betray its owner. The tainted energy clouds and becomes visible as a oily miasma before dissipating away, and the weapon is deattuned (if made of one of the Five Magical Materials) or destroyed (if made of Essence). The target can counter this effect by reflexively spending the Essence required to attune or create the weapon, respectively, to bind it once more.
Gaping Hand Concealment
- Cost: 1 mote
- Duration: Indefinite
- Type: Simple
- Minimum Melee: 3
- Minimum Essence: 2
- Prerequisite Charms: Expendable Weapon Approach
The Infernal opens up her palm to reveal an intricate pattern of deepest green. If one of her weapons is touched to the sigil, it corrodes away and sluices through the pattern-portal into Elsewhere. When the character reflexively ends the charm, the slag pours out of the rift and reforms once more into the weapon. This Charm can only banish a single weapon at a time.
Birthing Wrath's Child
- Cost: 6 motes, 1 Willpower, 1 Lethal health level
- Duration: One Scene
- Type: Simple
- Minimum Melee: 4
- Minimum Essence: 3
- Prerequisite Charms: Gaping Hand Concealment
The Infernal plunges her hand deep within her belly, withdrawing it clasped about a warped weapon forged of hateful Essence, smeared with blood and bodily fluid, slowly curling and flickering in her grasp. It is her ideal weapon - upon purchasing the Charm, she chooses the appearance of it and may divide points equal to three times her Essence between the weapon's Speed, Damage, Accuracy and Defence statistics. She may avoid taking the health level by having another creature birth the weapon, who must be either willing or restrained. This stand-in takes the health level instead.
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Feedback
Ditto on the supplemental use/extra cost of the Birthing Wrath's Child charm (see archery, Gut-Strung bow) - I liked the -other- method of passing a perfect defense, but I really dislike your parry-negator. It shouldn't work on perfect parries... the debate about 'over-perfection' has been done before... and making it reflexive is a little weird as well. Surely it's supplemental? You can always state it can be activated just after a parry... Perhaps it does something else when hit with a perfect defense, such as negates it -unless- the target pays Melee + Essence motes... or something like that. The flavour text suggests it might do damage anyway... The cost is right, but a perfect-negator is never a good thing in my opinion. Perfect defenses should stay that way... You're creative, find another way of getting around it, like the archery one! (Which was great)
-- Darloth
- Arm for a Hand Technique: This practically guarantees incapacitation on any foe with sub-Orichalcum Sheathing Stance soak, for the nominal cost of about 3HL and an attack dice-adder. I think this is too strong. (Consider that the Combo with the previous Charm can easily guarantee a ten-success attack that ignores a parry...this is probably better than a Combo of three Essence 3 Solar Archery Charms.)
- For Whom: This thing you have about defeating perfect defences...no. Bad.
- w
Ditto solution on BWC (attack option removed), and the FWTBT Charm has lost its ability to negate perfect parries. The AfaHT was mechanically inspired by an earlier Infernal rules set, although the name and description has been changed - now, there's an Essence cap on the health levels lost to balance things out. I was not aware of the ix-nay on erfectattacks-pay, but have implemented all the changes required to accomodate this. Thanks for the feedback, but please be polite...DeathBySurfeit
- Perfect Attacks are fine in and of themselves, no problems. However, it's game breaking to have Attacks that Trump Defense. No Perfect Attack in the game can do that, and the developer has spoken that Defense is designed to be stronger than Offense. So, a Perfect Defense is to be left as Perfect. Of course, it's your game and you may deviate from the norm in any ways you wish. I love the flavour of your Charms even if I don't agree 100% mechanically, and I'm not great with Charm creation at the best of times so I can't talk! B-) And, yes, Willows can be a bit tetchy at times, but his advice is good and should be listened to, for he is wise on many things Exalted, especially Charms. Keep up the good work! - Nikink
Indeed, and all advice has been taken onboard and implemented - the Infernal Charm system has been cleansed of its game-breaking elements. Well, until I post the Blasphemous Charms tomorrow. Thanks for the kind words; it's good to know somebody likes what's been put up...DeathBySurfeit
Is that supposed to be Deja Vu Incarnation or is the title really as amusing as I think it is? :p ~ G
- Is there something wrong with Deja Fu Incantation? -Suzume
- Touche. ~ G
- It's deliberate...DeathBySurfeit