Difference between revisions of "DeathgleaningBatStyle"

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Deathgleaning Bat Style (Celestial Martial Art)
 
Daggers, Khatars, and Sais are the form weapons for Deathgleaning Bat Style, emulating the biting fangs of the bat.
 
(This style is still in the works)
 
  
Sanguine Glare
 
Cost: 5 Motes
 
Type: Simple
 
Keywords: Obvious
 
Duration: One scene
 
Minimum Martial Arts: 3
 
Minimum Essence: 2
 
 
  The exalts eyes fill with blood, their whites turning a bright crimson as his vision attunes to the pulse and flow of blood of the living
 
creatures about him.  For the rest of the scene he becomes aware of the location and health of all living being with blood within his field
 
of vision.
 
  He automatically sees through all mundane stealth attempts, and may roll his Essence against a difficulty equal to the defenders Essence
 
to see through stealth charms and sorcery.  Additionally he also discerns the wound penalty (if any) suffered by those about him.
 
 
 
Dweller in Darkness Method
 
Cost: -
 
Type: Permanent
 
Duration: Permanent
 
Minimum Martial Arts: 3
 
Minimum Essence: 2
 
 
As the bat flees the rising sun to sleep in the safety of darkness, so too does the Exalt find his solace in shadows. 
 
If in darkness (outside the clear vision radius of a light source, or if outside when the clear vision radius is 0), the character receives a bonus to stealth rolls equal to his Permanent Essence rating, providing he remains immobile.
 
 
Deathgleaning Bat Form
 
Cost: 6 motes
 
Type: Simple
 
Keywords: Form-type, Obvious
 
Duration: One scene
 
Minimum Martial Arts: 4
 
Minimum Essence: 2
 
Prerequisite Charms: Sanguine Glare, Dweller in Darkness Method
 
 
The Exalt takes the aspect of the bat upon himself, enhancing his wariness and granting great airborne mobility.  He responds to attacks before they are even launched his way, and glides over the battlefield gracefully.
 
For the scene the character may use his normal Defense Value against attacks he is unaware of, and receives a bonus to his Defense Value equal to half the speed of the attack directed against him (round down).  Additionally he can also fly clumsily, moving no faster than normal, unable to take attack actions during flight, and if he flys for more than 5 ticks must immediately land for at least one tick or fall to the ground prone.
 
 
Prey Snaring Bite Technique
 
Cost: 1 mote, 1 will
 
Type: Supplemental
 
Keywords: Combo-Basic, Obvious
 
Duration: Instant
 
Minimum Martial Arts: 4
 
Minimum Essence: 3
 
Prerequisite Charms: Deathgleaning Bat Form
 
 
As a bat can turn in an instant to flawlessly snatch an insect from the air, the Exalt can use this charm to insure he establishes hold on his foe.  This Charm insures the characters initial grapple attempt hits with a single success, without regard to the victims defense values.
 
 
Bloodletting Fang Strikes
 
Cost: 3 motes, 1 will
 
Type: Simple
 
Keywords: Obvious
 
Duration: 1 scene
 
Minimum Martial Arts: 5
 
Minimum Essence: 4
 
Prerequisite Charm: Prey Snaring Bite
 
 
As vampire bite pierces the hide of even the toughest creatures with it fangs to drink deeply of their blood, this charm allows the Exalts unarmed strikes to piece unprotected flesh and leave bleeding wounds.
 
For the duration of the scene the characters unarmed attacks deal lethal damage and ignore natural soak unless it is provided by charms or sorcery.  Additionally the wounds inflicted by his successful attacks are harder to stop from bleeding. All rolls made to staunch such wounds suffer an external penalty equal to the Exalts Essence.
 
 
Eyes in Darkness Approach
 
 
Retreating Dodge
 
Charge Attack
 
Flight
 
Spectral Hunters Ambush (Assassination attack)
 

Latest revision as of 07:49, 20 September 2006