AbyssalMelee/GoldenCat

From Exalted - Unofficial Wiki
Revision as of 01:15, 6 April 2010 by Conversion script (talk) (link fix)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Dark Mirrors

Shadow Searing

Forsaken Sunfire Blade
Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 1
Prerequisite Charms: Furious Blade
The character strikes with a burning flash of dark flame, burning the enemy's body and soul down to the bone. As the Abyssal attacks, he spends 4 motes to add his Essence in bonus damage to an enemy. He also doubles the ammount of motes drained by a Soulsteel weapon. If a mundane weapon has a damage rating lower than the character's essence, it breaks under the stress of this Charm.

Iron Lotus

Dusk Steel Chrysantemum
Cost: 10 motes, 1 willpower
Duration: Instant
Type: Extra Actions
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Unfurling Iron Lotus
Like the thousand-petalled chrysanthemum, the character can touch countless things at once. She unfurls in a thousand blades the color of flowers at dusk, scattering their petals in the air a hungry blade in each and every one. The Exalt's player rolls the character's Melee attack pool; we will call this roll the chrysanthemum roll.. For each success on the chrysanthemum roll, the character may make a Melee attack.

The chrysanthemum roll explicitly must be affected by any Supplemental Charms this Charm is Comboed with that add dice to an attack roll. At the Storyteller's discretion, it can also be affected by other Supplemental Charms which modify attack rolls - it if is, those must always be used as well. Such Charms include target number reducers and success-adders.

Midnight Sentinel Posture
Cost: 6 motes
Duration: Instant
Type: Independent Action
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Unfurling Iron Lotus
The Midnight Sentinel stands between the shadows and the light. The Midnight Sentinel stands in the borders of the Shadowland, he is at once living and dead, ghost and blood, Creation and Underworld. Moving with two worlds, the character may make an Independent Action in addition to his normal dice action. All actions taken and Charms used with this Independent Action must use the Melee Ability.

Unleashing the Angel of Midnight
Cost: 10 motes
Duration: Instant
Type: Independent Action
Minimum Melee: 5
Minimum Essence: 5
Prerequisite Charms: Midnight Sentinel Posture
The deathknight's blade unfurl like the dark wings of an Angel of Midnight! All those who witness see this terrible bloom and a blade as its many wings, striking on many places at once! During the turn this Charm is activated, the character may make a total number of Independent Actions equal to his Melee score, rounded up. All Simple Charms used with those Independent Actions must use the Melee Ability; Any attacks made with those actions must use the Melee ability, although they may freely be used for defensive actions.

Pandemonium Dance

Smiling Dusk
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 4
Minimum Essence: 1
Prerequisite Charms: Five Shadow Feint
The second method of terror is the Smiling Dusk. When the Exalt enacts this Charm, his blade shines with the impressive hues of dusk, with clouds and a dark sun that paint images none wish to see. The target of this technique must succeed at a Willpower roll to attempt to parry or dodge. Dodges that do not require the defender to be aware of the attack are exempt from this effect, but their pool is reduced to its minimum if the defender does not succeed the Willpower test.

Pandemonium Blade
Cost: 4 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Smiling Dusk
The third method of terror is the Pandemonium Blade. The sword affected by this attack becomes a window into the Abyssal's soul, showing her soul's shadow, its destructive madness, its beautiful, burning desires! The target of this attack must succeed at a reflexive opposed test of his Temperance against the attacker's Appearance or halve his defense successes against the attack.

Dance of Iron Shadows
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Smiling Dusk
The Abyssal makes a simple strike with her blade... and her shadows does the same, whispering cold truths and striking together with the Abyssal, cutting just as deep! He makes two Melee attacks. The defender must react to these as though to a single attack. If the target attempts to parry the first attack, he may not attempt to parry the second. The same is true for dodging. Likewise, it is only possible to counterattack once. The attacker must choose one attack and inform the ST which it is; the attack he chooses cannot deal more than his Essence in Health Levels of damage.

Deflection

Black Velour Deflection
Cost: 6 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 4
Minimum Essence: 2
Prerequisite Charms: Fluttering Moth Defense
Unfazed by her enemies, the Abyssal simply moves aside a threat to her person, the touch of her blade draining away any threat it might have posed to the Abyssal, gentle and uncaring. The Abyssal completely deflects a single blow, no matter how powerful. This Charm perfectly parries any attack the Abyssal is aware of.

Ivory Incense Barrier
Cost: 2 motes
Duration: Instant
Type: Reflexive
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Fluttering Moth Defense
For a moment, the Abyssal loses himself in Ivory Incense, and those trying to strike him see only mist, echoing the funeral incense of their loved ones. The attacker subtracts half the Abyssal's Dexterity+Melee pool, rounded up, from her attack pool. This is an entropic parry attempt, which may boost an existing parry or act on its lonesome.

Ashen Petals Stance
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Ivory Incense Barrier
The Abyssal's blade leaves ghostly trails on its wake, filling the air around her with petals of a thousand ashes. A chorus of cremated laments keeps them aloat, and those touched by them burn, their touch enough to make one recoil and one's blade pull aside. Those attacking the Abyssal subtract dice from their attacks equal to the Abyssal's Essence. This is an entropic parry attempt, which may boost an existing parry or act on its lonesome. Those who do so barehanded must soak the Abyssal's Essence dice in lethal damage, soaked only by their stamina.

Void Arsenal

Raiton Claw Cut
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 3
Minimum Essence: 1
Prerequisite Charms: Blade-Summoning Gesture
This Charm allows the character to use his weapon to attack up to Dexterity x5 yards away. The weapon flies like a raiton, a shadow of one screeching a terrifying metal sound as it guides the weapon towards its target. A tentacle of pure shadow connects the raiton to the Abyssal's anima, bringing back the weapon to the Abyssal's hands as the strike finishes. This a normal Melee attack, regardless of the range, with all the usual pools and Charms and restrictions applicable to such attacks. It is defended as if it was a Melee attack, not a ranged attack. A botched Raiton Claw Cut can result in lost weapons or injury to the Exalt using this Charm.

Coffin of Relics
Cost: None
Duration: Permanent
Type: Special
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Void Sheath Technique
The Abyssal has come to a great understanding of weapons of killing, allowing him to create an attachment to several of them. Inside his dark heart he creates a wall like a butcher's workshop, and may pull any of the tools on this wall as they befit the situation. After purchasing this Charm, the character may develop a personal connection to a number of weapons equal to his Melee Score, allowing all those weapons to be summoned with Void Sheath Technique. The Exalt may freely choose which weapon he chooses whenever he activates the Charm. If he wishes to connect to a new weapon after having already reached the maximum, he may choose which weapon he will cease his connection to; If the weapon is currently in elsewhere, he must retrieve it before removing the connection.

Terrible Void Shard
Cost: None
Duration: Permanent
Type: Special
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Resplendent Shadow Blade
The Abyssal's void weapon becomes a reflection of her soul. Nothing can ever approach her grandeur, appearing as pale shadows to be crushed under the heel of her unmatched power. Within, a shard of the Abyssal's soul smiles and invites all to their ultimate destruction. The Abyssal may add a number of points equal to her melee to the statistics of her Resplendent Shadow Blade. In addition, the Resplendent Shadow Blade becomes able to accept a number of Hearthstones and Essence Crystals equal to the Abyssal's Essence. This Charm may be purchased only once per stance of Resplendent Shadow Blade, and the character must identify which version of Resplendent Shadow Blade is enhanced by this Charm.

Entropy

Whispering Ice Blade
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Five Shadow Feint
The flickers of the Abyssal's blade form eerie winds, freezing the air, producing shivers and frostbbite. Those affected by it move more slowly as the winds bite into their skin and whisper of their doom, causing them to commit that crucial mistake! This Charm enhances a Melee Attack. For 3 motes, the victim of such attack loses a number of die from her first defensive dice pool equal to the Abyssal's Strength+Essence. As an Abyssal Entropic Effect, this may reduce the victim's pool to 0 dice.

Obsidian Finality
Cost: 8 motes, 1 willpower
Duration: Instant
Type: Supplemental
Minimum Melee: 5
Minimum Essence: 4
Prerequisite Charms: Whispering Ice Blade
There is a truth in the cold heart of a Deathknight. They will suceed. And their enemies are already dead. Enacting the movements of the Obsidian Finality, the Abyssal holdes thin motes of underworld starlight on the tip of his weapon, aligning them with the ultimate destiny of his foe. A destiny he cannot escape. The final destiny of all things. Against an attack enhanced by Obsidian Finality, all defensive dice pools have their successes reduced to 0. Charms that add automatic successes still work, as do all others that do not require a roll, but any defensive roll is denied a single success. It is their destiny to fail.

Shadow-Chilling Stance
Cost: 5 motes, 1 willpower
Duration: One Scene
Type: Simple
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Whispering Ice Blade
The Abyssal takes the stance of an undertaker, his weapon wreathed in chilling Void. It is no fear brought by the undertaker, but the certainty of one's own doom. Why defend? There is nothing to be done... only to accept the undertaker's strike. For the remainder of the scene, the victims of the Abyssal's attacks lose a number of die from their first defensive pool equal to the Abyssal's Essence. As an Abyssal Entropic Effect, this may reduce the victim's pool to 0 dice, regardless of her Essence score. This is cumulative with Instant Entropic Effects.

Swordbreaking Kata
Cost: 1 mote per die
Duration: Instant
Type: Reflexive
Minimum Melee: 2
Minimum Essence: 2
Prerequisite Charms: Furious Blade
Swords break, as do swordsmen. Battles dull the edge, chip away the steel, rust the blade. Battles cut the swordsman, leaving scars that slow down, that take grace away, and in the end, age, unerring, erodes bones to dust and skill to ashes. By inverting his skill, the Abyssal brings this eroding entropy to a target's skills before its time! Swordbreaking Kata affects a single action involving the Melee ability that the Abyssal is aware of, reducing its pool by 1 die per mote spent. As an Abyssal Entropic Effect, this may reduce the target's pool to 0 dice. Learning this Charm gives the character a mastery of entropy. Thereafter, the character's skills will never rust, and nothing can lower her Melee score(but her pools may still be lowered, just not her traits) or erode away her Melee Charms unless she wishes for them to. The entropy that would wither his skill is simply directed to another.

March of Endless Rust
Cost: 6 motes, 1 willpower
Duration: One Turn
Type: Supplemental
Minimum Melee: 4
Minimum Essence: 3
Prerequisite Charms: Swordbreaking Kata
Calling entropy in the form of rust, the Abyssal begins the March of Endless Rust, movements that bring to one named opponent she can see a rust of their bones, of their soul, of their skill with a blade! To activate the March, the Abyssal targets one enemy he can perceive and rolls Essence+Melee as a dice action supplemented by this Charm, which can be enhanced by dice-adders as if it was an attack. Successes translate into dice subtract from the target's Melee pools for the remainder of the turn. This Charm can be placed on Combos despite its non-instant duration.

Inevitable Failture Atemi
Cost: 4 motes, 1 willpower
Duration: Instant
Type: Reflexive
Minimum Melee: 5
Minimum Essence: 3
Prerequisite Charms: Swordbreaking Kata
No matter how skilled, no matter how lucky... skills rust, luck runs out, friends die... and death catches up with anyone, even the greatest heroes. With Inevitable Failture Atemi, the Abyssal names a single action he can see and erodes it, casting its success into the void. The Abyssal rolls Essence+Melee, and with a single success, a Melee action she witness fails, its successes lowering until they are one less than the nessessary to suceed, to a minimum of 0.