AbyssalDodge/GoldenCat

From Exalted - Unofficial Wiki
Revision as of 00:34, 6 April 2010 by Conversion script (talk) (link fix)
Jump to: navigation, search

Void Movement

Wind-Blown Ashes
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Dodge: 1
Minimum Essence: 1
Prerequisite Charms: None
With this Charm, the Abyssal becomes like a corpse breaking into dust with the briefest touch of the wind - striking at him is as futile as striking a wind-blown cloud of ashes

For each mote spent the Exalt can add 2 dice to an attempt to dodge an attack she is aware of. This Charm can create a reflexive defense pool, and the character cannot gain more dice than her regular Dexterity + Dodge pool.

Flickering Shadow Defense
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 3
Minimum Essence: 1
Prerequisite Charms: Wind-Blown Ashes
Moving faster than the shadows cast by a guttering candle, the Abyssal may evade blows with supernatural prowess.

The character may dodge a single attack that she is aware of with his full Dexterity + Dodge pool.

Flickering Wisp Technique
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 4
Minimum Essence: 2
Prerequisite Charms: Flickering Shadow Defense
The Abyssal ripples and vanishes like smoke in a stiff breeze, appearing right afterwards. This Charm allows the Abyssal to perfectly dodge any one attack, even area attacks, that he can perceive without a roll. The character still cannot dodge magical effects that explicitly prohibit dodging, however.

Flowing Evasion Assault
Cost: None
Duration: Permanent
Type: Special
Minimum Dodge: 4
Minimum Essence: 3
Prerequisite Charms: Flickering Wisp Technique
In addition to to vanishing out of harm's away, the Deathknight who possesses Flowing Evasion Assault can move away from strikes like wind-blown incense when activating the Flickering Wisp Technique at no extra cost. When the character uses that Charm she can move up to twice her Dodge in yards in any direction - even going through gaps too narrow for her normal form to pass through - and if the attacker is within this range, the Abyssal may automatically reappear behind her and receive the full benefit of striking from behind. Note that this can explicitly be used against other enemies above and beyond tha which launched the strike dodged by Flickering Wisp Technique.

No Movement

Flitting Shadow Form
Cost: 1 mote per 2 dice
Duration: Instant
Type: Reflexive
Minimum Dodge: 1
Minimum Essence: 1
Prerequisite Charms: None
The Exalted channels Essence through his body, becoming a shadow that fills all incoming blows with cold entropy, weakening them to nothingness.

For every mote spent, the Abyssal reduces the dice pool of a single attack against him that he is aware of by two dice. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score.

Fivefold Shadow Form
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 3
Minimum Essence: 2
Prerequisite Charms: Flitting Shadow Form
With this Charm the Deathknight becomes a shadow that cuts away motion and strength, bringing atrophy and stillness to all incoming strikes.

The attacker loses a number of dice from a single attack roll equal to the deathknight's Dodge + Essence. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score.

Ethereal Prince Attittude
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 4
Minimum Essence: 2
Prerequisite Charms: Fivefold Shadow Form
Suffusing his body with Essence of the Void the Abyssal cuts his flesh away, leaving naught but his vengeanful soul to face his opponents. Activating Ethereal Prince Attittude the Deathknight becomes an incorporeal being, going through corporeal barriers and attacks as if they were not even there. He remains visible to onlookers as a luminous translucent phantom. Obviously, Ethereal Prince Attittude provides no defense against attacks that function against immaterial beings. The Deathknight remains insubstantial until the end of the turn, when his flesh returns from the Void to once again coat his soul, although he can rematerialize at any point he wishes before the end of the turn. This Charm can be activated multiple times throughout a turn, with the Deathknight slipping in and out of the corporeal world to strike at the living before vanishing into an incorporeal soul once again.

Untouchable Nightmare Stance
Cost: 4 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 5
Minimum Essence: 2
Prerequisite Charms: Ethereal Prince Attittude
One can never chase a nightmare - much like the Neverborn's dreams of nonexistence and the destruction of the hated Exalted and loved Creation, they are always one step too far, seeming farther the more one runs torwards them. With this Charm the Deathknight impresses the torment of the Neverborn upon her attackers. When activating this Charm the Deathknight increases the distance an attack must traverse to strike her by (her [Essence + Dodge] x2) yards. This Charm can be used before each attack on a chain of attacks, and may avoid an attack entirely if the opponent does not possess enough movement to follow the Abyssal. The Deathknight herself does not move - she remains in the same place as her opponents seem to move in place forever to reach a target always one step too far.

Motion-Killing Gesture
Cost: None
Duration: Permanent
Type: Special
Minimum Dodge: 5
Minimum Essence: 3
Prerequisite Charms: Untouchable Nightmare Stance
Not content to end the force of a blow the Deathknights becomes able to cuts its very movement, suffusing an opponent's form with such an ammount of entropic Essence that no movement at all happens - a would-be attacker just appears frozen in place. Whenever a Deathknight who knows Motion-Killing Gesture successfully drops an opponent's pool to 0 with her entropic Charms she can spend 2 motes to prevent all Movement assossiated with the attack to take place. This will cause opponents who receive automatic successes over their 0-dice attack pools to miss as well - peerless skill may strike through a body feeble with entropy, but not if the body is unable to even move.

No Thought

Death Guards Its Master
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 4
Minimum Essence: 2
Prerequisite Charms: Fivefold Shadow Form, Wind-Blown Ashes
The lord of death does not ever need to move from the strikes of pretenders - even if unaware of an incoming attack his shadow lashes out to his attacker, causing the blow to falter by whispering of his would-be-assassin's demise.

Whenever a character with this Charm receives an unexpected attack he can activate this Charm to subtract twice his Essence from his attacker's dice pool. If a Deathknight's player does not choose to activate this Charm the Exalt does not sense the blow until it lands.

Incomparable Phantom Form
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Dodge: 5
Minimum Essence: 3
Prerequisite Charms: Death Guards Its Master, Flickering Shadow Defense, Ethereal Prince Attittude
Suffusing his body with spectral Essence, the Abyssal becomes translucent and partially dematerialized.

In addition to unnerving opponents, this transformation allows the Exalt to dodge all incoming attacks, perceived or otherwise, with his full Dexterity + Dodge pool.

Nightmare King Attittude
Cost: 8 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Dodge: 5
Minimum Essence: 4
Prerequisite Charms: Incomparable Phantom Form, Untouchable Nightmare Stance
Suffusing his body with the nightmares of the Neverborn the Deathknight's form becomes horrific and fluid. This transformation causes creeping fear to fill an opponent's every glance, entropy to fill his every blow, stopping them before they come even close to harm. For the remainder of the Scene all attacks against the Deathknight must traverse twice their normal distance to connect and subtract the Deathknight's Dodge + Essence from their dice pool. This is an Entropic Charm and may reduce a dice pool to zero regardless of the attacker's Essence score. The Deathknight himself does not move - he remains in the same place as his opponents seem to move in place forever to reach a target always one step too far.

Void Avoidance

Void-Body Defense
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Dodge: 5
Minimum Essence: 3
Prerequisite Charms: Ethereal Prince Attittude, Flickering Wisp Technique
The ultimate outcome of using Necrotic Essence to warp away one's flesh is to just cease to exist. And that is precisely what the Abyssal possessing this Charm does. Flesh and soul fading away, all that is left of the deathknight enacting this Charm is a gaping void with dead burning stars for its eyes. Nothing affects her and she affects nothing - for she is not there, a mere, but unsettling representation of a being that has ceased to be, although Abyssals, lords of the Void, can recover their existence from it with but a thought. Using this Charm, the Exalt may evade any one attack she can perceive, even if it is normally undodgeable. If this Charm was used to dodge an attack with an area of effect which the character would still be subject to, however, she must reactivate this Charm each turn to remain nonexistent; if she cannot afford to do so, she suffers the full effects of the attack. Astrological and Enviromental effects cease affecting the character the moment she ceases to exist and do not resume their actions unless they are persistent area effects - the world cannot effect that which does not exist. The character may take no actions until she resumes existing.

World-Warping Avoidance
Cost: 8 motes, 1 willpower
Duration: One Turn
Type: Reflexive
Minimum Dodge: 5
Minimum Essence: 4
Prerequisite Charms: Void-Body Defense
Deathknights are creatures of two worlds - neither alive nor dead. With World-Warping Avoidance an Abyssal can turn this dual nature from a source of tragedy to a terrifying ability by fading away from Creation or the Underworld and appearing on the very same spot of its living or dead counterpart - An Abyssal can vanish from the steps of Mount Meru to appear before the Walls of Stygia, or shift from the endless gears of Varang to its living, bristling astrolabes. Activating World-Warping Avoidance the Deathknight fades into the other world, able to return to the world she left until the end of the turn. She is then unaffected by anything going on the other world, and can re-position herself through movement anywhere on one world to reappear in the next past walls or far from harm. She is unable to precise whether she will not just re-materialize over a source of harm such as a bonfire, but can choose not to return at the end of the turn and just remain on the world she has shifted to, however. This Charm is useless in Shadowlands or places warded against magical transporation and scrying. Should this Charm be used beyond the borders of the Underworld - such as on the Wyld or Malfeas - the Abyssal is thrown into a random spot of the Labyrinth and is unable to return to her previous location.

Death and Taxes Approach
Cost: 10 motes
Duration: Instant
Type: Reflexive
Minimum Dodge: 5
Minimum Essence: 5
Prerequisite Charms: World-Warping Avoidance
Faced with certain defeat the Deathknight realises that there is only one sure course of action: to die. Activating Death and Taxes Approach the Abyssal Exalted dies. Her body shrivels and her flesh burns away into sacrificial ashes, although her mastery of death allows her soul to remain true, escaping with her Exaltation to the tomb of her Neverborn master to slowly be reborn over a period of her Permanent Essence in weeeks. At the end of them the Deathknight emerges, naked and screaming, before the Mouth of the Void. This Charm is useless for those who have not given their names and lives to the Neverborn or made similar pacts with the Deathlords and the Void -- it will just cause the character's death that much sooner in that case.