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Memory

  • With endless thanks to my muse, the great Abyssal genius Selina, Lady of Memories! Those are for you~

Incomparable Relic Perfection
Cost: 1 mote per die
Duration: Instant
Type: Supplemental
Minimum Craft: 1
Minimum Essence: 1
Prerequisite Charms: None
Abyssal Exalted are the finest craftsmen in the land of the dead, empowered by the Malfeans with the instinct and gifts of the once-artisans of Creation itself, able to create works of awe and wonder under the Underworld's pale sun that would spark the envy of Heaven itself! With the use of Incomparable Relic Perfection, the Abyssal may improve his Attribute+Ability pool for Crafts, adding 1 die for every mote spent, to a maximum of his total Attribute+Ability.

Destructive

The Artificer's Epitaph
Cost: 1 mote per 2 die, 1 willpower
Duration: Indefinite
Type: Simple
Minimum Craft: 2
Minimum Essence: 2
Prerequisite Charms: Incomparable Relic Perfection
Abyssal Exalted bring about the end. That is their calling, that is their power. The arts of creativity and transformation are especially vulnerable to this calling, and the first Abyssals must end to bring about the death of Creation. Touching the Artificer, the Abyssal silently whispers an epitaph of his works. Written in the chambers of Malfeans, this is the last words about the Artificer's works, beyond which there is nothing but dust and ashes. His skill, his creativity, his ideas, the Abyssal declares to end of all those things with this touch, ensuring the Artificer will never create again as long as he is under the yoke of the Abyssal's power! The Abyssal pays 1 mote for every 2 dice subtracted from the Artificer's Craft pool, for any and all Crafts(however, the Abyssal may choose to destroy only one of te Artificer's Craft abilities, leaving the rest of the intact). This Charm lasts as long as the Abyssal mantains the Essence committed to it. When the Essence is released, the Artificer may use his Craft pool again without a problem, but Mortals kept under the yoke of this Charm for a long time may not recover, at the Storyteller's discretion.

The End of Art
Cost: 10 motes, 1 willpower
Duration: One Month
Type: Simple
Minimum Craft: 4
Minimum Essence: 3
Prerequisite Charms: The Artificer's Epitaph
To destroy Creation, stiffling one Artisan at a time is not enough. It is nessessary to destroy the art itself. The Abyssal must select a region with the same national identity(or the same Art identity, for regions with various national identities, but united in their love for their Art) to use this Charm in, and choose one art - one specific subset of Crafts - to destroy in this region. To do so, he must walk within the region, seeing its sights and workshops, understanding its artificers and methods, for a week. At the end of this week, this Charm finally takes shape, and all Craftsman's successes in the all Craft rolls pertaining the Art within this area are reduced to 0 after the pool is rolled(however, abilities that add successes can still do so). If there is a God of such Art in the region, it will be deeply affected by this Charm. The Abyssal may choose to make this Charm work on a smaller area, like a a city, a neighborhood, or single a workshop. This Charm cannot affect beings with higher Permanent Essence than the Abyssal(with the exception of the Art's God, who is specially vulnerable).

Creation-Slaying Remark
Cost: 4 motes
Duration: One Month
Type: Simple
Minimum Craft: 3
Minimum Essence: 3
Prerequisite Charms: The Artificer's Epitaph
To Craft is to create. Craftsmen are Savants, one and all, wether they realise it or not. To create is to be inventive every day, either improving one's tools or materials, or repairing with anything one has in hand. With creativity, men can even cheat death. And that... is something the Malfeans cannot let stand. Speaking the Creation-Slaying Remark to his target, the Deathknight draws Malfean Whispers to his target's soul, burning all creativity away. As long as the motes remain committed, the target cannot create. He cannot come up with new designs, solutions or stratagems, craft anything that is not an imitation of what came before, develop any skill that is not taught by another, and doubles the penalty for using skills without training(if Exalted, the penalty is applied as normal, and then doubled - Exalted under the yoke of this Charm are left no better than Mortals).

The End of Dreams
Cost: 8 motes
Duration: One Month
Type: Simple
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Creation-Slaying Remark
The End of Dreams falls upon Creation, and for a moment the sun blinks upon the world, light washing ashen over the world. Those who witness the End of Dreams become like the dead; They forget what it is to create, throwing themselves into mindless devotion to the past and tried-and-true methods. The End of Dreams brings the effects of Creation-Slaying Remark to a whole region. The Abyssal must select a region with the same national identity to use this Charm in, and walk within it, seeing its sights and workshops, understanding its painters and musicians and other artists for a week. At the end of this week, this Charm finally takes shape, and all creativity is destroyed under its domains. The Abyssal may choose to make this Charm work on a smaller area, like a a city, a neighborhood, or single a workshop. This Charm cannot affect beings with higher Permanent Essence than the Abyssal.

Burning Ring Curse
Cost: 15 motes, 1 willpower, 1 experience point
Duration: One Task
Type: Simple
Minimum Craft: 5
Minimum Essence: 3
Prerequisite Charms: The Artificer's Epitaph, Flawed Repair System
There is no need for unmaking when one can create a curse upon the world. The Burning Ring Curse allows a Deathknight to taint the construction of an object, imbuing it with a curse that will bring those who make use of it great suffering. For the Burning Ring Curse to work, the Deathknight must witness at least half of the creation proccess of the object, which may be crafted by the Deathknight himself. The motes remain committed for the duration of the object's creation. If it is Crafted by another, then the Deathknight must suceed in an Essence+Craft contest with its creator for the Burning Ring Curse to set in. The experience point is only paid if the Deathknight is successful. If successful, the finished form of the object bears a curse(or more than one, if this Charm is activated multiple times during the making of the item, for a hefty commitment). Upon learning this Charm the Deathnight learns one curse, and may develop a new one for the cost of 2 Experience Points. Possible Curses include...

March of Endless Rust:
The fate of the object thus cursed is inscribed with the scripture of Rust found in the deepest gardens of fallen metal within the Labyrinth, and becomes fated to rust down to nothingness. Its end is inscribed upon its Creation, and all it waits is a simple trigger to become nothing at all. Be it music, a word or the presence of a certain being, when the conditions are met, the Cursed item will simply rust down to uselessness.
Shattering Nocturne:
The object thus cursed is laced with a terrifying flaw, thus filled with deadly essence of void, a weapon fated to destroy its wearer and those he cares about. At any moment, the Deathknight who cursed the item or any other being who has been told by the Deathknight the intrincacies of its curse can recite its secret name and pay 10 motes and 1 willpower to shatter the object in shards sharpened by the Void, dealing the Deathknight's Essence in automatic levels of aggravated damage to the one holding the object and all those within the (Deathknight's Craftxits Artifact rating or Resources value) in yards. Only a Perfect Defense may prevent this damage.
Auspicious Fall:
The object is inscribed within with the ultimate fate of its wearer, and it is determined to bring it about! Once per season, the object will cause a botch on the most terrible moment for its user, on any area in which it can possibly have an effect(a hidden dagger could not affect social rolls, but a majestic, jewel-inscruted sword would).
Pale Sun Curse:
Much like the Underworld Sun brings a sense of weight and fatigue with its pale light, the object crafted with the Pale Sun Curse will forever hinder its wearer. Those wearing the object receive +1 difficulty on all actions specified by the Deathknight that laid down the curse. The Deathknight may pay 10 motes and 1 willpower to make it shine spetacularly like the Pale Sun for a moment, making the wearer fail automatically on a roll save for Perfect effects, but this dispells the object's curse.
Whispering Doll Curse:
The object whispers. At night, to its owner, the object whispers terrible obscenities. It is uneasy, and lead those who remain close to it at the time of their sleep or who hold it for more hours than their Permanent Essence in a day to incur on the Nightmares flaw. Alternatively, the Deathknight may use a Social Charm or roll and bind it to the object. The motes for this Social Charm have to remain committed, and it takes effect every night.
Terrible Omen Curse:
The object brings terrible omens. It is just wrong. Those who witness it must make a Temperance roll to be able to touch it. All will judge the item a cursed thing that cannot be touched or used. The Deathknight must name one person, whose name will be inscribed in immaterial letters upon the object, who will instead be enchanted with the object, and need to pass a Temperance roll not to use it. If this one dies, the Deathknight may pay 1 experience point to move this desire to another. This curse may be combined with any of the others above.
Brother Against Brother:
The object brings terrible jealously. All those who witness the object being used whose Temperance is lesser than the Deathknight's Permanent Essence need to suceed on a Temperance roll not to try and barter for the object in a bid to own it. A botch makes a character do anything for the object. Anything at all. This curse may be combined with any of the others above.

This curse can be revealed by a seeming simple action, decided by the caster. If this action is undertaken(such as heating the object, freezing the object, wetting it on a certain type of common liquid such as alcohol or blood), the object will show the words of its curse upon it. To notice the curse in any other way is hard, however; even abilities that sense magic have a difficulty equal to the Abyssal's Craft+1 to notice the Curse.

Creative

Artisan of Dust and Ashes
Cost: 10 motes, 1 willpower
Duration: One Task
Type: Simple
Minimum Craft: 3
Minimum Essence: 3
Prerequisite Charms: Incomparable Relic Perfection
Abyssals are as much beings of the Void as they are beings of flesh. Like ghosts but not, they can touch the metaphors of the Underworld as if they were solid, and built from them wonders as real as those made of ivory and jade. With this Charm, the character can craft objects using any material assossiated with the dead and the Underworld: the five corpse-elements(Pyre-Flame, Bone, Blood, Prayer and Jade), shadows, corpus, incense, dust, ashes, and others. The resulting object does not possess any penalties or flaws as a result of its material, although it may have a striking appearance. The character could craft a sword of blood or a wall of dust that would be every way as effective as those built from normal materials. Furthermore, objects made of such materials receive smaller powers due to its construction, equivalent to those of an Artifact *. Possibilities include:

Blood:
Objects made of Blood are warm and lifelike. They flow like liquid! Weapons made of blood add +1 to their Speed and Rate, and armors made of blood, -1 to their Mobility Penalty and Fatigue Value. Objects made in the shape of living creatures may be imbued with 1 mote to move like living beings for a day.
Prayer:
Objects made of Prayer are ephemeral, seeming to shift on different colors and like they would disappear upon being touched. They double their Resources Value when used as an offering to a deity for a Prayer. Worn items become seals of of religious office, they add +2 dice to prayer rolls, and +1 to all social rolls related to religion. Weapons and Armor made of prayer receive the Exceptional bonus to them when used by a Priest.

Haunted Architecture Technique
Cost: 4 motes, 1 willpower
Duration: One Task
Type: Simple
Minimum Craft: 4
Minimum Essence: 2
Prerequisite Charms: Incomparable Relic Perfection
Imparting the ways of the underworld upon a construction, the character builds something not entirely of the living world. The finished construction will be eerie, with strange angles and disturbing gothic accountrements. Within one can see unnatural things; Shadows shift, reflections warp, birds of ill omen fly closer and other elements similar to at most two levels of Resonance manipulation. But within this haunted architecture, Abyssals and other beings recover Essence as if they were within the Underworld, and there is no willpower cost for ghosts to materialize.

Labyrinthine Construction Method
Cost: 4 motes, 1 willpower, 1 experience point
Duration: One Task
Type: Simple
Minimum Craft: 4
Minimum Essence: 3
Prerequisite Charms: Haunted Architecture Technique
Drawing upon his connection with the Labyrinth, the Abyssal's mind works in its nightmare ways, and she can impart labyrinthine features to any building she creates. From mansions to hedge-mazes to true Labyrinths, the Abyssal creates them in a way where one who is not Native to it can easily lose his way, its architecture ghostly, strange subtly wrong, angles and perspectives and dimensions working in impossible ways. Becoming Native of the labyrinth works like attuning oneself to a Manse(page 249 of Exalted. Abilities that deal with forcing attunement or severing another's work just like it was a Manse as well.)

Those who are not Native to it may be lost for ages! They must roll their Wits+Craft(Architecture) or Survival, with a difficulty equal to the Abyssal's Essence once every (10-their Essence) hours, needing to accumulate more successes than the Abyssal's Essence+Craft to find their way(they will only find their way to a single place, however, and the madness returns when they step into the Labyrinth again.) They may see residents of the Manse walking about them, and can affect them, but they vanish when they turn a corner or walk into a door. Until they find their ways, doors lead to corridors and then again, in entirely random patterns, and will only ever lead to empty, meaningless rooms if they ever do. A botch in the construction of the Labyrinth will always have terrible consequences, at the Storyteller's discretion.


Eternal Memory Shard
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: Form-Restoring Touch, Incomparable Relic Perfection, Constituent Supression Formula
Everything that is shall fall to the Void. Everything that was has fallen to the Void. The Void remembers. Within the Void, within the Essence of an Abyssal Exalted, is everything that ever was within the confines of Creation, and that has passed away. Drawing upon this connection, the Abyssal transcends even the need of raw materials with which to work. With but a gesture, the Abyssal can create any raw material he, or a being he touches, can remember to use on his craft. This can only create materials up to Resources 2, but paying a willpower point and 5 motes per additional resource dot, he may increase this, recreating, at the highest levels, even incredible things like the soul of an age-old emperor or the cry of a dying Primordial, as long as this can be remembered by himself or a being he touches. The being does not have to give up his memory willing. The Abyssal who possesses this Charm may use Form-Restoring Touch to restore the magic of even the greatest First Age creations.

Pilfer the Legendary Graveyard
Cost: 10 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 5
Prerequisite Charms: Eternal Memory Shard
Within the Void is the potential for one to rescue any idea, concept or creation that has ever existed. Mastering the ability to bring memories back from the Void, and the ability to shape things with but her Essence, a Deathknight can use Pilfer the Legendary Graveyard to re-create anything that ever existed which she, or any being she can touch, can remember, instantly. She still requires tools and raw materials to bring it back to life, but the work takes no time to complete and requires only a single success in the Abyssal's Craft roll. If this Charm is applied to feats of Magical Crafting(such as the Creation of an Artifact or Manse), it instead allows the Exalt to make a single roll on the extended roll required for success, without taking any time to do so - as long as he is re-creating an object she or one she can touch can remember. The being does not have to give up his memory willing.


Withering

March of Endless Wither
Cost: None
Duration: Permanent
Type: Special
Minimum Craft: 3
Minimum Essence: 3
Prerequisite Charms: (Material) Withering Method
There are no limitations to the destruction wrought by a Deathknight. Learning March of Endless Wither enhances (Material) Withering Method, allowing it to affect sinflw objects greater than the Abyssal herself, and even parts of objects. The Abyssal may affect up to (her Essence x10 yards) of material, even parts of a material. To do so, the Deathknight activates (Material) Withering Method, with the difference that she must touch the object and pay 1 willpower, plus 1 extra mote per (Essence) yards affected. This may be used as an attack if the Abyssal makes a street open up like a chasm, or makes a house fall upon his enemies. This is an attack requiring a Essence+Craft roll, with a difficulty to defend equal to the Abyssal's Essence(at the ST's option, it may also have special characteristics, such as a chasm opening under your feet in a street being unparriable, and a collapsing house being undodgeable if you are on its center. The damage should be falling damage, or the Abyssal's Essence+the improvised weapon statistics of the falling construction).

Metal Scream Prana
Cost: 6 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Craft: 4
Minimum Essence: 4
Prerequisite Charms: (Material) Withering Method
Sometimes, an Abyssal wishes to do more than to wither. Not just to bring Dust to Dust, but to use every object in sight as a conduit to Malfean wrath! This Charm works like a single (Material) Withering Method the Abyssal knows, and has the same limitations, but the material affected does not crumble to dust; Instead, it explodes in a cloud of shrapnel, small and sharp, enhanced by the burning void! All those within the Abyssal's Essence in yards from the object take enviromental damage equal to the Abyssal's Essence! This is defended with Stamina+Resistance, as usual, difficulty equal to half the Abyssal's Craft(plus any related specialties, rounded down). If successful, the damage is reduced by half(rounded down). Weapons add their damage rating to Abyssal's Essence, hard materials add their Lethal Soak value.

The Weight of History
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Craft: 5
Minimum Essence: 4
Prerequisite Charms: March of Endless Wither
Touching an object with her hand or a prop, the Deathknight pours the weight of history upon it, its past, its present, and its future epitaph! Covering it with rust and fungi, verdigris and ashes, the object becomes so covered with it all that it loses all of its function. A scene of work cleaning it and a single success on a Craft roll are enough to clean the object, but until then it will not fulfill its intended function. This Charm may even work on items made of the Five Magical Materials! If the item is attunned to another, the Deathknight must suceed on a dispute between her Essence+Craft and her target's Essence+(Ability assossiated with the Artifact; Resistance for armor, Melee for weapons, Presence for a collar of Dawn's Cleansing Light...) in order for this Charm to work.

Eternity-Shattering Gesture
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 5
Prerequisite Charms: The Weight of History
Abyssal Exalted are the end of all wonter. Of all magic. It is within their power to break even the pearlescent gates of Heaven itself! At the pinnacle of destructive ability is the power to shatter Magical Materials. To do so, the Abyssal must touch the item made of the Magical Materials for(10-her Essence) turns, concentrating on its composition, on its history, on its legend. At the end of this period, the Essence of the Void is applied upon the Magical Material, and it shatters, broken. This Charm can always shatter things such as buildings, walls or statues made of the Five Magical Materials(or part of them, like shattering a hole on the wall of an Airship; When dealing with objects this immense, only the Abyssal's Permanent Essence in yards are shattered per use of this Charm), but can only break actual Artifacts whose level is no greater than half the character's Essence, rounded up.