DEATH

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The Gods don’t share mortals’ instinctive dread of death, but they know its power well. Likewise, as a Champion’s mastery of this Purview grows, his fear of death diminishes.

 

Innate Power: Unless provoked, mindless undead (zombies, hungry ghost's, ect.)with essence lesser than the Champion consider the champion a denizen of the underworld will ignore him. Intelligent undead with essence less than him can make a perceptions + occult roll difficulty the Champions essence. Failure means the think he is one of them, success means that they realize what he really is and will never be effected by the power again.

 

UNDERWORLD PERCEPTION TECHNIQUE

Cost:  2m

Mins: Essence 1

Type:  Reflexive

Keywords: Obvious

Duration:  Scene

Prerequisite Charm: NONE

The Champion can see incorporeal beings. To her, ghosts are livid, physical presences, sensible to feeling as to sight (as well as smell and hearing). She still can’t harm the fragile ectoplasm shell of a ghost who hasn’t manifested, however. The sense of touch this Blessing grants is illusory. If the Champion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through it.

The Champion can also look at a dead body and know what killed it, if that cause isn’t already obvious. The answer she gets is somewhat generic (the reading would tell her a person had been poisoned, for instance, but not by what poison), but it’s conclusive despite the presence of falsified or misleading evidence. Generic causes of death include suffocation, drowning, poison, burns, internal trauma, bleeding, hunger, thirst, exposure, illness, heart attack and old age.

 

UNDERWORLD ASERTION METHOD

Cost:  4m

Mins: Essence 2

Type: Supplemental

Keywords: Touch

Duration:  Instant

Prerequisite Charm: UNDERWORLD PERCEPTION TECHNIQUE

This Blessing grants the Champion the ability to either banish a undead entity or disallow it to leave. The Champion rolls a contested roll of willpower (add one success for every point of essence) versus the undead entity. The entity makes the same roll. If the champion wins the entity has to either stay or depart for one day. If the Champion fails the entity is immune for one day and a bit angry.


 

SONG OF THE LOST ONE

Cost:  6m

Mins: Essence 4

Type: Simple

Keywords:

Duration:  Scene

Prerequisite Charm: CULLING THE HEARD PROCESS

The Champion mystically calls out to a ghost and commands its immediate presence. To do so, the Champion either holds some item the dead person held dear or holds hands with a blood relative of the deceased as she speaks the ghost’s full name aloud. If the ghost is in creation the ghost automatically hears the call, no matter how far away from the Champion it is. It may resist the summons with a (Willpower + Essence) roll. If the Champion’s player’s roll gets more successes than the ghost’s, the ghost disappears from wherever it was and reappears before the Champion. When it arrives, it is under no compulsion to materialize for any witnesses or to even acknowledge the Champion’s attention. A Champion can attempt to summon a particular ghost only once per scene. A ghost cannot be summoned across a ward or an unbroken line of salt.

 

DEATH INFUSION FORM Cost:  8m, 1wp

Mins: Essence 5

Type: Simple

Keywords:

Duration:  Scene

Prerequisite Charm: SONG OF THE LOST ONE

A Champion with Death Senses can see, hear and touch ghosts that won’t or can’t materialize, but the sense of touch that that Blessing grants is illusory at best. If the Champion tries to exert enough pressure to cause damage or restrain the ghost, her hand passes through its body. With this charm the Champion charges her body with flickering strands of black energy that can contain or disrupt a ghost’s intangible body. This energy is visible only to ghosts and those who can see ghosts, and the Champion can extend its aura to surround any item in her hands. A measure of the energy even travels with any projectile the Champion throws or fires from an item in her possession, though it dissipates when the projectile comes to rest. When the Champion activates this charm black energy surrounds her for one scene. During that scene, she can grapple ghosts as effectively as she can grapple physical foes, and her attacks inflict lethal damage on them. (This damage is “lethal” only In as much as a ghost has a soak equal to only half his Stamina against it.) If the Champion attacks a mortal who is possessed by a ghost, roll the raw damage separately against the mortal and the ghost. The mortal and the ghost soak the respective results separately.

 

RESTARTING THE CYCLE MANEUVER

Cost:  10m, 1wp

Mins: Essence 3

Type: Simple

Keywords: Obvious, Combo-Ok

Duration:  One action

Prerequisite Charm: DEATH INFUSION FORM

A bright flash of violet light radiates from the Champion's touch. The Champion can flurry multiple attempts. Upon each touch the Champion player makes a (Charisma + Medicine) roll with a difficulty of the target essence. If he succeeds he brings a end to all valid targets in that that he has touched. Zombies collapse, and ghosts might vanish to the Underworld.