FrivYeti/PCEAbyssalExalts

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Solar Exalted

The god-kings of the world, the Solar Exalted led the armies of the Exalted to victory in the Primordial War. Afterwards, however, things got bad. While the Solar Exalted who fought in the war more or less resisted the Great Curse, their descendants were less fortunate, and generations of Exaltation only bred a sense of entitlement into them that worsened the situation. Ultimately, they were overthrown, and the majority were trapped in the Jade Prison.

General Revisions

  • Abyssals are Celestial Exalts, with the prodigious power and lifespans suggested by such, but Oblivion roots deeply in their souls. Abyssals can live to an age of 1600 years, after which their souls detach rapidly. At this time, roll Essence + Willpower; for each success, the Abyssal will live for one more year before being consumed by Oblivion.
  • In order to reach Essence 6+, an Abyssal Exalt must both follow the age guidelines listed in the Exalted corebook, and fulfill a Motivation. Abyssal can eventually raise their Essence as high as 10.

Anima Modifications

Like Solars, Abyssal Exalts each gain three powers; a Caste Power, an Anima Ability, and an Anima Effect. Caste Powers are permanent enhancements that increase a caste's ability to do their job. Anima Abilities are effects that can be activated at the cost of 5 motes of Essence, and cause a moment of anima flare (at the 11+ mote level) when activated, but which do not retain that flare. Finally, Anima Effects are effects which activate automatically whenever the character's anima banner reaches the 11+ mote range. For Solars, these three effects are always different.

These powers are seperate from the natural effects caused by all Abyssal animas that flare too brightly.

Dusk Caste</b>

  • Caste Power: Oblivion's Avatar: Dusk Caste Exalts drive their enemies to horror. Any enemy within (Essence x5) yards in normal combat, or within a unit the Dusk Caste faces directly in mass combat, must take a -1 die penalty to any required Valor rolls. Multiple Dusk Caste characters add their Essence together when determining the range of the effect, but do not otherwise stack it. (This is a perfect Emotion effect that Willpower cannot prevent).
  • Anima Power: Inspiration of the Darkness: For 5 motes, Dusk Caste Exalts can remind their foes that there is something more horrible behind them than in front. Any ally or follower who sees this anima flare may gain a +1 die bonus to their Valor rolls for the duration of the scene. This effect does not stack with multiple Dusk Caste or multiple activations.
  • Anima Ability: Oblivion's Intimidation: A Dusk Caste whose anima flares at the 11+ mote range is affected by their anima power as listed in the Exalted 2e Abyssals book. This DV bonus applies to both physical and mental DVs, and does not count towards die caps.

<b>Midnight Caste</b>

  • Caste Power: Acoyltes Of The Neverborn: Midnight Caste Exalts have a connection to the Primordials, and all gods must listen to their dark whispers. They suffer no penalties when summoning gods, as though they were priests as listed in the Summoning Gods section of the corebook.
  • Anima Power: Priests of Oblivion: At a cost of 5 motes, a Midnight Caste Exalt can imbue her touch with the rot of the grave. For the duration of the scene, any corpse that she touches which died in the last three days is tormented, and will give birth to a hungry ghost. The Midnight has no control over these ghosts.
  • Anima Ability: Unholy Might: A Midnight Caste Exalt whose anima is burning at the 11+ mote level doubles all minimum die pools in rolls against direct servants of the Celestial Incarnae, including their Exalts.

<b>Daybreak Caste</b>

  • Caste Power: Unholy Student: Daybreak Caste Exalts learn quickly. They reduce all of their training times by one-quarter.
  • Ability Ability: Endurance of the Void: The Daybreaks were made to withstand damage. This power functions as the Twilight ability to reduce damage in the corebook, save that it does not activate automatically at the 11+ mote range.
  • Anima Effect: Anima Protection: The Daybreak Caste must maintain their unholy machines in the face of disaster. A Daybreak Caste Exalt whose anima is flaring at the 11+ mote level takes no DV penalty for any non-Attack actions she may perform. This includes Shape Sorcery or Necromancy actions, as well as Cast Sorcery or Necromancy actions for non-attack spells.

<b>Day Caste</b>

  • Caste Power: Oblivion's Shadow: The Day Caste can disguise their animas. This power functions as the ability to surpress Essence use in the 2e corebook.
  • Anima Power: Shadows of the Void: This functions as the Night Caste power in the corebook, except that it costs only 5 motes.
  • Anima Effect: Anonymous Features: This functions as the Night Caste power in the corebook.

<b>Moonshadow Caste</b>

  • Caste Power: Oblivion's Connection: Moonshadow Caste Exalts may freely learn the Charms of other Exalts, gods, demons, elementals, Fair Folk, and other beings that use Charms. They may not learn non-Charm powers, nor may they learn Charms that are specifically forbidden to them. Learning such Charms costs 16 XP each, and if they are of non-permanent duration, they cost +2 motes to activate.
  • Anima Power: Emissaries of the Void: The Neverborn have named the Moonshadow Caste as their arbiters, and they may benefit from this. At the cost of 5 motes, a Moonshadow may flare her anima to declare herself as an Emissary of the Void when in the presence of gods, demons, Fair Folk, or ghosts. They are thus protected by diplomatic immunity and cannot be attacked so long as they are present on business. This includes hospitality that must be provided, as well as safe passage out of the person's domain for the Moonshadow and her companions. Using this power draws the full attention of the Neverborn, greatly increasing the chance of the character gaining Resonance for otherwise minor faults in a scene.
  • Anima Effect: Oathbinding: As witnesses of Oblivion, Moonshadows can automatically seal any witnessed oath, so long as her anima is active at the 11+ mote level. Sealing an oath costs no further Essence or Willpower, but otherwise functions as in the Exalted 2e corebook.

Charm Modifications

The following Charms are modified:

  • Withering Phantasmagoria (Performance): This Charm does not require Willpower to use.