SKY

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The Sky Purview is one of wind and storms and lightning and flight. Its Charms offer a Champion unparalleled freedom and majesty.

 

Innate Ability:  The Champion takes half damage from falls of any height. Alternatively, the Champion can add his essence in yards to the distance he can jump either straight up or horizontally. The altered distance is considered his base jumping distance. Finally the champion reduces damage received from lighting by one level per point of essence.

 

 

WIND’S FREEDOM

Cost:  2m

Mins: Essence 1

Type:  Simple

Keywords: Obvious

Duration:  Scene

Prerequisite Charms:

The Champion laughs in the face of gravity. For the rest of the scene, the distances the Champion can move or dash per action remain normal, but they now apply to the Z-axis as well as the X- and Y-axes. All the normal rules for movement remain in place, except that the character can now move freely through all three dimensions (i.e., he can fly). He can even hold still in midair if he wants to. The only thing a character can’t do in midair that he could do on the ground is jump, as there’s nothing to jump off of.

 

WIND GRAPPLE

Cost:  4m

Mins: Essence 2

Type: Simple

Keywords:

Duration: 

Prerequisite Charms: WIND’S FREEDOM

By directing freak gusts of wind and the airborne detritus that collects in them, the Champion can wrestle with opponents without even touching them. Doing so requires the 4 motes per action, and the Champion’s player rolls (Wits + Brawl) to direct the winds. This roll functions just as the normal roll for a clinch attack, contested against the defender’s efforts as normal. If his attack succeeds, the Champion may do with his victim as any successful grappler can do with a subdued victim, from pinning him to crushing him to throwing him. The attacker cannot apply any bonus dice or charms in these grappling maneuvers. If the victim turns the tables on his attacker (by achieving more successes on the contested roll), he frees himself but does not gain control of the grapple. Also, if the attacker does nothing else in his action, he may simultaneously grapple a number of opponents in this way equal to his Essence. His player makes only one attack roll, against which all opponents must contend.

 

STORM AUGMENTATION

Cost:  6m

Mins: Essence 3

Type: Simple

Keywords: Obvious

Duration: 

Prerequisite Charms: STORM AUGMENTATION

For a number of actions equal to the successes on a manipulation + lore (add essence as successes) roll, jagged threads of lightning coil around the Champion’s fists or weapon and swirling winds sweep around him as he moves. On any successful attack he makes in the subsequent duration, he can make thunder crash or winds gust violently. Doing so automatically doubles any knockback the attack applies. Furthermore, if the attack inflicts even one level of damage, have the victim’s player roll (Stamina + Fortitude) against a difficulty equal to (raw damage – victim’s Essence). The minimum difficulty for this roll is 1. If the victim’s player fails this roll, the victim suffers a external penalty of -1 die per point of essence of the champion plus one additional one for every level of damage taken until the attacker’s next action in addition to the damage taken.

This Charms effects apply to any attack the character makes—be it in close or ranged combat.

 

DIVINE BOLT

Cost:  8m, 1wp

Mins: Essence 4

Type: Simple

Keywords: Combo-Ok

Duration:  Instant

Prerequisite Charms: DIVINE BOLT

The Champion can summon a lighting bolt from the sky and direct it at his enemies. In order to do this he first must have access to the sky, regardless of which realm the sky is in.  The Champion raises a hand heavenward  and at his behest, lightning either lances down from the sky to strike his hand and is then immediately released at the target.

The summoned lighting bolt first strikes the champion for no damage and then the bolt is redirected toward a single target.  

A successful perception + archery roll versus the opponents D.V.  the bolt inflicts 15 levels of lethal damage that ignore armor. Also, those in the vicinity of 1 yard of the strike take half damage and need to check for knock back.

During the action that this charm is used the champion is immune to lighting.

 

LEVIN FURY

Cost:  10m, 1wp

Mins: Essence 5

Type: Simple

Keywords: Combo-Ok

Duration:  Special

Prerequisite Charms : DIVINE BOLT

The champion summons a bolt of lighting as he would for the charm Divine Bolt. Except this time the bolt is much more powerful. So powerful that when it strikes the champion all those that are with a radius of one yard of the champion must make knockback checks. Once the bolt hits (which is a instantaneous) the champion is imbued with the power of the sky. He is now charged with one bolt of lighting per point of essence that he can either fire at a target (perception + archery or invest into a weapon or a unarmed attack so that when that the champion strikes with the charged attack the bolt is released.  The bolt does 15 levels of lethal damage that ignores armor in addition to the damage done from the attack.

The charge lasts for a scene if the all bolts are not used. While he is charged he cannot hide through normal means. His body is glowing and sparking with electricity. Also while the champion has at least one charge in him he is immune to damage from lighting.