Difference between revisions of "AbyssalResistance/CrownedSun"

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*Back to [[AbyssalResistance]]
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*Back to AbyssalResistance
*Back to [[AbyssalCharms/CrownedSun|/CrownedSun]]
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*Back to [[Charms/CrownedSun|/CrownedSun]]
  
= Abyssal Resistance Charms by [[CrownedSun]] =
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= Abyssal Resistance Charms by CrownedSun =
  
 
<b><i>Corpse-Body Technique</b></i>
 
<b><i>Corpse-Body Technique</b></i>
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Extensive use of this charm has a tendency to reinforce the essence of death in Abyssals, making it more likely that they will become uglier as they rise in Essence.  Even prior to that point, "abuse" of this charm can be visible on the frame of the Abyssal who relies on it too much (or doesn't care about the consquences of such use).
 
Extensive use of this charm has a tendency to reinforce the essence of death in Abyssals, making it more likely that they will become uglier as they rise in Essence.  Even prior to that point, "abuse" of this charm can be visible on the frame of the Abyssal who relies on it too much (or doesn't care about the consquences of such use).
 
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<b><i>Undying Hekatonkhire Defense</b></i>
 
<b><i>Undying Hekatonkhire Defense</b></i>
 
   <b>Cost:</b> 4 motes, 1 willpower (plus special)
 
   <b>Cost:</b> 4 motes, 1 willpower (plus special)
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I'm fairly happy with the first, as it basically gives the Abyssal access to 5-10 hardness on specific attacks that he might face.  The Solar version (Iron Kettle Body) gives 8 hardness and a large increase of soak, for the grand total of only 3 motes.  This hardness is variable, and doesn't include any extra soak, so I figured 2 motes is acceptable in this circumstance considering that Abyssals supposedly pay a little more for effects anyway (and have a lethal boost that's compatible with armor for that matter).  I pondered 1 mote (too cheap), and 1 mote/two dice (too expensive), and this seems to be the best cost.
 
I'm fairly happy with the first, as it basically gives the Abyssal access to 5-10 hardness on specific attacks that he might face.  The Solar version (Iron Kettle Body) gives 8 hardness and a large increase of soak, for the grand total of only 3 motes.  This hardness is variable, and doesn't include any extra soak, so I figured 2 motes is acceptable in this circumstance considering that Abyssals supposedly pay a little more for effects anyway (and have a lethal boost that's compatible with armor for that matter).  I pondered 1 mote (too cheap), and 1 mote/two dice (too expensive), and this seems to be the best cost.
  
The other charm, I'm less sure on.  I think it might need another prerequisite, which I might add later.  It's based (very) loosely off Bottomless Depths Defense, both more and less powerful.  If it seems too much after peer review and a bit more thinking on the subject, I might get rid of the hardness and just keep the first effect.<br>-[[CrownedSun]]
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The other charm, I'm less sure on.  I think it might need another prerequisite, which I might add later.  It's based (very) loosely off Bottomless Depths Defense, both more and less powerful.  If it seems too much after peer review and a bit more thinking on the subject, I might get rid of the hardness and just keep the first effect.<br>-CrownedSun
  
I like the first charm, second one I am not too sure on.  The lose of an attribute at that level of charm seems a bit much. -[[BogMod]]
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I like the first charm, second one I am not too sure on.  The lose of an attribute at that level of charm seems a bit much. -BogMod
  
Eh, it's just Appearance:)  Lunars' aren't big on Appearance anyway:D<br>-[[CrownedSun]]
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Eh, it's just Appearance:)  Lunars' aren't big on Appearance anyway:D<br>-CrownedSun
  
But the bishi abyssals need to stay pretty! -[[BogMod]]
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But the bishi abyssals need to stay pretty! -BogMod
  
 
Are Bisha Abyssals known for their capacity to resist damage anyway? B-P [[Nikink]]
 
Are Bisha Abyssals known for their capacity to resist damage anyway? B-P [[Nikink]]

Revision as of 17:01, 18 July 2004

Abyssal Resistance Charms by CrownedSun

Corpse-Body Technique</b>

 <b>Cost: 2 motes
 Duration: Instant
 Type: Reflexive
 Minimum Resistance: 4
 Minimum Essence: 2
 Prerequisite Charms: Spirit-Hardened Frame

The Abyssal braces for a blow by channeling necrotic essence through his body with this charm, adopting some of the unfeeling nature and resiliency of the corpse for the instant of impact. This charm gives the Abyssal a hardness rating equal to his Stamina + Resistance rating against one attack. Any raw damage (pre-soak) below the hardness purchased is ignored without rolling minimum damage; the blow has no appreciable effect on the Abyssal, beyond cosmetic damage. Such "bruises" heal after a day, provided the Abyssal get's a good night's sleep, but aren't more than slightly numb in the meantime and cause no wound penalities. This charm does not work against surprise attacks, but is compatible with armor.

Extensive use of this charm has a tendency to reinforce the essence of death in Abyssals, making it more likely that they will become uglier as they rise in Essence. Even prior to that point, "abuse" of this charm can be visible on the frame of the Abyssal who relies on it too much (or doesn't care about the consquences of such use).


Undying Hekatonkhire Defense</b>

 <b>Cost: 4 motes, 1 willpower (plus special)
 Duration: One Turn
 Type: Reflexive
 Minimum Resistance: 5
 Minimum Essence: 3
 Prerequisite Charms: Corpse-Body Technique

This charm floods the character's body with necrotic essence, taking upon himself the aspect of the Hekatonkhire -- beings so great that their deaths do not come easily. When this charm is used the character's flesh becomes hard, his eyes shine black and his castemark bleeds. Veins show black through the character's skin, no longer carrying solely blood but also dark essence. The Abyssal gains a hardness of Resistance + Essence, utterly unaffected by any attack that does not inflict at least that much raw damage. All other attacks that turn, regardless of potency, are reduced to minimum damage (this is usually the attackers' Essence). It doesn't matter if the attack inflicts 40 lethal, or only 9; the damage is the same.

Every time an Abyssal uses this charm, it has a permanent effect on his Appearance -- reduce the character's Appearance attribute by 1. This reduction will not reduce the character's appearance any lower than 0.

Lastly, this charm serves as an alternate prerequisite for Flowing Wound Defense.

Comments

I made these charms for Balthasar's character in my Southern Abyssals game, Wasted Rook. The main criteria I had is that they be pretty nifty, somewhat fitting of his schtick (ugly mummy boy), and that they be compatible with armor.

I'm fairly happy with the first, as it basically gives the Abyssal access to 5-10 hardness on specific attacks that he might face. The Solar version (Iron Kettle Body) gives 8 hardness and a large increase of soak, for the grand total of only 3 motes. This hardness is variable, and doesn't include any extra soak, so I figured 2 motes is acceptable in this circumstance considering that Abyssals supposedly pay a little more for effects anyway (and have a lethal boost that's compatible with armor for that matter). I pondered 1 mote (too cheap), and 1 mote/two dice (too expensive), and this seems to be the best cost.

The other charm, I'm less sure on. I think it might need another prerequisite, which I might add later. It's based (very) loosely off Bottomless Depths Defense, both more and less powerful. If it seems too much after peer review and a bit more thinking on the subject, I might get rid of the hardness and just keep the first effect.
-CrownedSun

I like the first charm, second one I am not too sure on. The lose of an attribute at that level of charm seems a bit much. -BogMod

Eh, it's just Appearance:) Lunars' aren't big on Appearance anyway:D
-CrownedSun

But the bishi abyssals need to stay pretty! -BogMod

Are Bisha Abyssals known for their capacity to resist damage anyway? B-P Nikink