Akpi

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Description

Akpi is a very large, rather disturbing ram creature that also resembles a lamb. She stands about 30 feet tall. She has three blinking, almost friendly eyes and a stupid, smiling expression on her face. Her large, twisted horns are made of pearl, and her hide seems to be made of brown and white sheep's wool. She has large, cloven hoofs and a bushy rabbit's tail. She walks slowly with a lumbering gait and often sits down in one place as if not knowing what to do.

Akpi's pearl is pure white with little flecks of brown. When summoned, the pearl twinkles a little bit, and on the next round Akpi falls unceremoniously from the sky, toppling over onto the ground, and makes a painful and almost humorous bleating sound as she struggles to get up.

Stats

Attributes\\ Strength 15, Dex 1, Stamina 4, Charisma 2, Manipulation 1, Appearance 2, Perception 1, Intelligence 1, Wits 1

Virtues\\ Comp 4, Conviction 1, Temperance 2, Valor 1

Abilities\\ Archery 5 (breath), Brawl 4, Presence 5 (unnerving)

Base Initiative: 2\\ Dodge Pool: 0 (doesn't dodge)\\ Soak: 3L/12B (Thick wool, 1L/8B)\\ Willpower: 6\\ Health Levels* (45): -0(19) / -1(15) / -2(10) / -4 / Incap\\

  • Akpi regenerates 5 levels of bashing per turn.

Attacks

  • Bite: Spd 0, Acc 4, Dmg 19L
  • Hoof Stomp: Spd 1, Acc 5, Dmg 22B
  • Brownish Noxious Breath (3 motes): Spd 1, Acc 5, Dmg 5L* (Rate 1, Cone spreads 5x10 yards, can't be parried)\\
  • Inflicts -1 action penalty for scene

Charms: EyesOfConfusion, VortexOfEmptiness

Other Notes

Essence: 5\\ Essence Pool: 50\\ Akpi costs 50 motes and 1 willpower to summon. Akpi falls to the ground 1 round after she is summoned. Characters under her will see her shadow and can dodge at a difficulty of 2; if they don't dodge, they take 25B damage. Akpi will land and topple over; if she is summoned in a rocky climate, she takes about 10B damage as well. After Akpi lands, she is immobilized as she takes two turns to get on her hoofs but is still susceptible to attacks.

Akpi is a very strange creature. Whenever she suffers at least 1 lethal HL of damage, a gout of purple-red blood shoots out from the wound. An equal amount of blood shoots out from every wound she suffers, from a 1HL gash to a 10HL mauling. Small wounds will continue to shoot out blood until about 1 gallon is depleted; large wounds will just shoot out the whole gallon at once and stop.

This blood seems to gravitate towards the character who summoned Akpi. Even if it is not a windy day, the winds will change to direct the issues of blood to fly towards Akpi's summoner. Unless there is a very good reason why the blood shouldn't reach the summoner, such as a solid wall between him and Akpi, the summoner will be covered in about a gallon of blood PER SUCCESSFUL ATTACK against Akpi, regardless of the amount of damage these attacks do. The issues of blood are not that accurate, though; if someone is in close combat with Akpi's summoner, he will be covered in gallons of blood as well.

Mechanically, Akpi's blood has a healing effect on her summoner and a corrosive effect on everyone else. Akpi's summoner regains 1 health level of lethal damage for every gallon of Akpi's blood spilled on him; 2 HL of bashing damage per gallon, and 1 HL of agg damage per 3 gallons.

Akpi's blood inflicts Silenced on other characters for one round per gallon. This means if someone is fighting Akpi's summoner at close range and Akpi takes any lethal damage, the summoner regains 1 HL of lethal and her opponent cannot cast any charms or sorceries the following round (the gallon affects both of them, it is not split). If Akpi suffers multiple attacks in the same round, her summoner would regain multiple health levels and her close-combat opponent would be silenced for even longer as he is covered in chaotic, entropic blood.

It doesn't matter how much damage one does to Akpi in regards to her blood's effects; an equal amount of blood shoots out PER SUCCESSFUL ATTACK. So a wise warrior would try to kill Akpi in as few blows as possible so that her summoner does not benefit as much.

The blood does not wash off easily. It evaporates into vapor instantly as soon as Akpi returns to her pearl.

Non-lethal attacks against Akpi will probably not draw blood and hence will not elicit these affects. However, Akpi automatically heals 5 levels of bashing damage per turn.

Akpi is not a very good fighter; she mainly uses her charms as she sits helplessly, unable to dodge or parry most attacks against her.

Akpi can be ridden at a difficulty of 1; she doesn't even notice her rider. She is so slow and stupid that there is little use for this, though, other than to avoid her brawl and breath attacks.

When Akpi is defeated, she lays down on the ground as if going to sleep, and blood simply gushes forth from her body as if it were a tidal wave; everyone in the vicinity--friends and foes--is silenced for two rounds except her summoner, who regains two gallons worth of health levels in addition to the gallon gained by the final blow. The blood flows over the ground like a flood and then slowly evaporates into a swirling purple-red miasma that hangs in the air and swooshes back into Akpi's pearl.


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