InfernalMelee/Falcon

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Falcon's Infernal Melee Charms

Well... I don't really have a tree, just three charms that represent corruption of mind, body and soul. Feel free to tack them onto the end of other trees.

These are based off Solar/Abyssal power levels.


Body Twisting Corruption Assault</b>

<b>Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Melee: 4
Min. Essence: 3
Prereqs: ?

With skill and a wicked imagination, the essence of corruption that flows through all of the servants of the Yozis can be gifted to those less fortunate. Even the tiniest wounds can lead to debilitating mutation and warping of the body, spreading despair and terror among the towns and cities of the enemy.

If an attack enhanced with this charm causes at least one level of lethal damage, the Infernal may 'trade in' successfully inflicted levels of damage to inflict mutations on the target instead. Trading in one level of damage will produce a Deficiency, two will produce a Debility, and four will produce a Deformity. (See page 209 onwards in the Lunar book for details.) You may only inflict one taint per attack.

These mutations are not Wyld mutations, and do not affect the creature's ability to live in Creation. Exalted can heal them back as if they were lethal damage (one level for a Deficiency, two for a Debility, four for a Deformity) but mortals are stuck with whatever they get. The Infernal has no control over what mutation results from use of this charm.


Soul Twisting Murderous Onslaught</b>

<b>Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Supplemental
Min. Melee: 5
Min. Essence: 4
Prereqs: ?

The twisted taint of the Yozis is not limited in its effects to material things. With a flourish, the truly skilled Infernal can deface his opponent's character as surely as he can deface his body.

If an attack enhanced with this charm would do at least one level of lethal damage, it inflicts only a single level of damage and the victim's highest virtue (decide randomly in case of a tie) becomes subject to a curse of corruption. This has several effects.

  1. The victim can no longer channel Willpower through that virtue.
  2. The virtue is now inverted, and acts a dice pool penalty in all of the circumstances where it might normally be channelled as a bonus. (Example: Inverted Valour would give you a penalty on all rolls related to combat and/or bravery.)
  3. The victim may also always choose to fail rolls associated with that virtue. If he wants to pass the roll, he may roll his virtue normally (ignore the penalty above).
  4. The victim's behaviour changes and becomes rather erratic in relation to the affected virtue. This has no mechanical effects, but plenty of roleplaying ones. This behavioural change is extreme in the cases of spirits and fair folk, since they are so closely defined by their virtues.

These changes are permanent in mortals. In beings with Essence 2 or higher, whose souls are made of stronger stuff, a flood of strong emotion is required to cleanse the corrupted virtue. This is primarily a roleplaying matter, but triggering the Solar Great Curse will do it. Likewise, becoming subject to compulsion at Willpower 0 has a strong tendency to shake at least some of the effects.