Dooba/ArtAbyssal

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Revision as of 15:47, 4 July 2004 by Dooba (talk) (Added artifact)
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Level 5

Armor of the Void
Soak Lethal/Bash (14/15) Fatigue: 1 Mobility Penalty: -1
The power of the Abyssal Dragon Armor variant is closely tied to the location of the wearer in regards to the Underworld. The armor is more powerful in the Underworld. In creation Essense costs or difficulties increase. Requires 7+1 committed motes. Adds 2 to all difficulties to attack.

Gaze of Oblivion: Due to the armor direct link to the void, when the user of the armor locks eyes with his target, the target acts as if he is looking into the well of the void. Target makes a valor roll. Diff Essence rating +4 in the Underworld, +3 in a Shadowland, +2 in creation.

Botch: Victim immediately dies and becomes a hungry ghost. Upon botch by an Exalt, the victim becomes catatonic and automatically recieves a derangement of the user's choice. The target may still gain an additional derangement as normal.
0 Successes: Target is catatonic
1-2 Successes: -2 to all rolls 3 Successes: -1 to all rolls 4+ Successes: No penalty On any attempt regardless of successes the ST rolls 1 die, if the result is a one, the target gains one permanent deragement Cost 10 motes.

Prestige of the Dead The armor grants respect and fear among ghosts. Although the wearer can not command the dead to do his bidding, they will respect/fear him more. Add Essense rating as automatic successes to all Socialize or Presence rolls when dealing with the dead. Cost 5 Motes in the Underworld, 7 in Shadowlands, 10 in Creation

Wyld Protection Acts like the Charm: Wyld Shield Meditation Cost 10 Motes, 1 unsoakable lethal health level. As long as the effect is in effect, the health level is committed and is unhealable.

Flight Same as the Most Terrifying Armor of the Air Dragon.

Anti-Abyssal Buffer: Negates damage specifically targeted at harming the undead turning aggravated damage to lethal. Reflexive and may be used any turn even one which Charms, Combos, or Spells are used. 5 motes per use.

Liege's Locator: Created with the armor is a small armband that can be used to track the wearer. The Deathlord of the wearer keeps this device and is able to know the where abouts of his Abyssal servant at all times when the armor is worn. This increases the required committed Essence of the wearer by +1. The Deathlord can also send out an impulse to the wearer of the armor to return to him immediately. If the wearer tries to ignore the urge, a Willpower roll is made at a Diff of 2. The Difficulty rises each turn, the Deathlords do not like to be kept waiting. If the Willpower roll fails, the armor automatically spends the wearer's Essence to engage its flying ability to return home. If the wearer does not have enough Essence remaining, a Health level is converted into the Essence required at a rate of 1 Health Level per hour of flight. In the case of a botch, both the essence and Health Level are spent. If the wearer is engaged in battle, the Willpower rolls are assumed to succeed. However immediately after battle, within an hour, the wearer must respond to the impulse. When the Deathlord sends the impulse, the suit's flying speed is multiplied by the wearer's Stamina, as the armor will return as quickly as possible as the wearer's body can handle. If the Deathlord chooses not to attune to the Locator, the extra essence is not required, but why would a Deathlord choose not to monitor his servants?