FROST

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Frost is the domain of the Pole of Air and all that dwell there. A god that bestows this gift grants their chosen mastery over the frozen waste lands. Cold that would kill a mortal is nothing to this Champion.

Innate Ability: The natural cold of winter has no effect on the Champion. She never suffers damage from exposure to ice, frost, chilling wind, freezing water. Only when deep in the pole of Air does this protection break down and even then the Champion can ignore two levels of damage due to environmental cold per point of essence. The Champion also never slips or loses her balance on bare ice.

Winter’s Merciful Blessing
Cost: 3m+1m
Mins: Essence 1
Type: Simple
Keywords: Shaping
Duration: Until un-invested
Prerequisite Charms: None
This Blessing extends the effect of Frost Immunity to other beings for as long as she is willing to invest the essence. This charm cost’s three motes to start and one more for each additional affected person.

Mela’s Stride
Cost: 4m
Mins: Essence 2
Type: Simple
Keywords: Shaping
Duration: Scene
Prerequisite Charms: Winter’s Merciful Blessing
Like the God of Skis who gives this Blessing its name, the Champion can speed his travel by gliding on a thin layer of snow. Hoarfrost coalesces into ice around his feet or his shoes, allowing him to skate over nearly any flat surface. As long as the Champion can slide along the ground, he can move quickly and easily. Grassy fields, liquid water (or other substances), and pavement or concrete are all ideal surfaces for this sort of motion. The Champion leaves a thin, wavering trail of ice that soon melts in warm surroundings.
As long as the Champion stays on a reasonably flat (though not necessarily level) surface, he gains a five yard bonus to his Move and Dash actions Mela’s Stride cannot take the Champion up into the air, but he can skate over water. Tricks such as skating off the end of an inclined tree and landing on the lip of a nearby hillside count as stunts that apply the five-yard bonus to Jump actions. Players can Mela’s Stride with many other stunts too, such as maneuvering a foe onto a not-yet-melted patch of ice so she slips for a moment, giving the Champion a bonus to attack. Once activated, Mela’s Stride lasts for the rest of the scene unless the Champion deactivates the power prematurely. He can walk or skate interchangeably, depending upon what seems useful at the moment. The Champion never slips or falls from losing traction, though he can still be knocked down He can also trip over difficult terrain or crash into an obstacle if he’s clumsy.

Glacial Touch Form
Cost: 6m
Mins: Essence 3
Type: Reflexive
Keywords: Shaping, Touch
Duration: Scene
Prerequisite Charms: Mela’s Stride
By calling upon the cold of Pole of Air, the Champion suffuses her hands with deathly cold. When she touches water, a skin of ice freezes across it; when she caresses plants, they wither. The Champion’s unarmed attacks inflict extra dice of bashing damage equal to half her Essence (rounded up), except against opponents immune to cold. Holding an easily chilled object, such as a cup or a metal blade, causes it to frost over. (A metal weapon affected by this Blessing adds the above damage to a successful attack, but that damage is either bashing or lethal as appropriate to the weapon type.) A bottle of liquid the size of a typical soft drink will freeze through—likely bursting the container—with just a few seconds of contact. Through a special expenditure of an extra point of Essence, the Champion can instantly freeze a large quantity of liquid, equal to her Essence rating in cubic yards. This Blessing lasts for an entire scene after its activation, though the Champion can end it prematurely (to avoid injuring a companion by touch, for instance).

Frozen Panoply Process
Cost: 8m, 1wp
Mins: Essence 4m
Type: Simple
Keywords: Shaping
Duration: Scene
Prerequisite Charms: Glacial Touch
The Champion summons cold air around his hands and conjures objects made of ice. Certain standardized applications call for various dice rolls; simply conjuring sheets or blocks of ice do not.

Armor of Ice: (Wits + Athletics)Frost spreads across the Champion’s body and crystallizes into plates of armor equal Buff Jacket. The armor holds together by magic, but Athletics is needed to fashion the armor so its joints match those of its wearer. Armor of Ice does not stack with other armor.
Ice Sculpture: (Wits + Craft)A catchall for shaping moderately complex structures out of ice—anything from a functional ladder to a fanciful statue.
Instant Igloo: (Wits + Survival)The Champion shapes ice into a small shelter. Doing so costs one Essence point per person who can fit inside the igloo.
Frost Bow: (Wits + Marksmanship)The Champion creates a massive bow of knobby ice with 20 glittering icicles as arrows. The bow is equal to a daikyu.
Mela’s Spear: (Wits + Melee)A tremendous jagged and pointed icicle forms in the Champion’s hands, which he can wield as a club, spear, sword or javelin (treat as a macana, kontos, spatha, pilum or yaomitl, respectively). All forms share the maquahuitl’s property of inflicting lethal or bashing damage without using the “flat of the blade” rule.

Note that while Frozen Panoply weapons are made of ice, they deal damage through ordinary crushing, cutting or piercing, and Frost Immunity does not protect against this damage. The Champion can, however, channel Glacial Touch through these weapons to add dice of damage (bashing or lethal, as appropriate to the weapon)—and Frost Immunity does block this bonus damage.
Since the ice coalesces out of Essence, Champions can conjure it anywhere—even on the lip of an erupting volcano—and it does not melt unless the Champion decides to banish it whence it came (as a reflexive action). Icy articles last a scene in any case. When the scene ends or the Champion dismisses his creation, it dissipates in a sprinkle of snow.
A Champion can extend Frozen Panoply’s duration by spending an additional point of Willpower for each additional scene, but his player does not need to reroll. A Champion could even conjure weapons of ice and hand them out to his allies in a pinch, though his allies would need to have Frost Immunity or thick gloves to use them without suffering frostbite. Such items dissipate instantly if stolen or broken by enemies.

Chill the Blood
Cost: 10m, 1wp
Mins: Essence 5
Type: Reflexive
Keywords: Shaping
Duration: Five Actions
Prerequisite Charms: Frozen Panoply Process
Having learned to internalize the power of frost, the Champion learns to internalize it in other people… against their will, setting them shivering with a chill no fire can warm. The Champion picks any target he can see and activates the charm. His player rolls the dice Manipulation + Occult , at a difficulty equal to the target’s Essence. If the roll succeeds, every success inflicts one soakable bashing level. As her blood thickens, she adds one tic to the speed of her actions and drops her Dexterity by one. These effects last five actions. Repeated attacks cause further loss of Dexterity and add more ticks to the Speed of actions. Reducing a victim’s Dexterity to 0 renders her inactive.