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All original material is Copyright © John Hodson 2011-2012. If anyone wants to add any material to my Exalted section I''ll include their with name and copyright in the post notes unless they want to contribute anonymously.

The first section is basically my take on Exalted. Right now I'm just copying up my notes so everything's very raw while I put down my ideas. I'll work on editing everything and making it more coherent later. As a result things will contradict the in game canon and even be self contradictory especially since not all my notes are copied in chronological order. They've been typed up without editing to remain as close as possible to my original vision.
Showing posts with label Abyssal Charms. Show all posts
Showing posts with label Abyssal Charms. Show all posts

Sunday, 10 July 2011

Wounds Mean Nothing

    Having cheated death once, it's a foolish opponent who lets their guard down thinking an Abyssal is finished. All too often once their back is turned on an assumed dead opponent they rise up like macabre puppets ready to stab their presumptuous enemy in the back.

Monday, 28 March 2011

Ravening Mouth of the Abyssals

    Horrible stories abound in the Threshold of deathknights drinking the blood of their enemies, marching forward unstoppably as if they could heal wounds through their own appetite for slaughter.
   Cost: 8m, 1 wp
   If they inflict a number of levels of lethal damage in one action (including the use of extra action Charms) equal to their Ability level they regain one lethal health level or two levels of bashing damage.
   They can only use Ravening Mouth of (Ability) for one Ability at a time.

Monday, 14 March 2011

Tuesday, 8 March 2011

Bloodthirsty Sword-Dancer Spirit

    Whispers If the character has an positive intimacies he must end them immediately. Failure to do so results in a psychic attack: roll Resistance + Essence, add a number of automatic successes equal to their Whispers against their MDV. Success destroys the intimacy, failure results in a point of Resonance as their inner darkness battles with the hope in their own souls.
   To their most vicious champions the Neverborn grant this power.

Thursday, 27 January 2011

Witch's Gaze

   Charm that lets her see in total darkness. He eyes glow white.
   Mirror of All Encompassing Sorcerer's Sight and Burning Chakra Charm.

Depthless Draught Maneuver

    Sail 5 Essence 4?
Wherever there is water the ship will sail, the bottom of the keel barely breaking the surface. It can travel far inland up the shallowest rivers or chart unnavigable shoals and reefs. It can only be stopped by a point where it's weight would rest on land like an exposed sandbar or a narrow stream. Fords of sufficiently wide rivers are no impediment as a long as there is at least an inch of water. Neither will currents stop it or change it's course.

Wednesday, 26 January 2011

Ethereal Harpoon Bolts

    'Bijomaru' Ethereal Harpoon Bolts (Archery Charm)
   If a shot from the character's bow causes at least one level of damage the target may be pinioned to a feature up to one yard behind the along the course of the arrow. The target may not move, use their Dodge DV and is at -2 on all attack rolls. The target may take an action (incorporating a strength based roll) to dislodge the arrow (which is still inside them.)

Tuesday, 25 January 2011

Shed the Offender's Blood

>deleted section One of Dancer's (Ghost Walker's) Charms When injured by a hand-to-hand combat attack by someone in line of sight spend up to _ motes of Essence per level of damage suffered. The attacker suffers
   Cause attacker to suffer equal from an attack that just injured the character.<
   Spend one mote of Essence for each health level lost from a melee or martial arts based attack (or simply closse combat) by a visible opponent.
   The attacker suffers one level of the same kind of damage for each mote spent.
   Spend (stamina/resistance) motes for each health level lost. Attacker suffers one level of unsoakble damage per number of motes spent equal to their stamina.
    Silent Zephyr Escape  lasts 1 turn to 1 scene. The Exalt's movements make no noise, from footfalls brushing against trees and the swish of a falling blade. This Charms does not prevent noise resulting from the character's actions- wounded targets will still scream in pain and thrown objects will still make noise if they hit something. Stealth 3-4 Essence 2

   Ghost Walk The Abyssal can pass through anything but impenetrable obstacles completely unhindered. This Charm does not allow them to walk through anything normally impassable but less substantial objects are undisturbed by their movements. The deathknight is rendered invisible, silent and completely untracable - tree branches remain stationary as they walk through them, footfalls are silent and leave no prints, and no scent marks their presence. Stealth 5 Essence 4

Doomsinger

    Soulsteel weapon- powerbow? Doomsinger Arrows shot from it shriek horribly pertrifying the target making them unable to escape it's shafts.
   Using extra motes to terrify the target into complete inactivity. They become terrified by visions of their own death.

    The ghostjade used to make the bow was not forged from any ordinary spirit but from a Nephwrack.

    The arrows it shoots scream with the torment of the dying Nephwrack it was forged from. The sound of such agony is indescribable. Not only are the screams of such a being hideous but it's dying cries combined with it's despair at not being allowed to enter Oblivion make it worse still. Subtract 2 from the target's dodge DV and any dodge rolls against shots incur a -2 external penalty. OR targets must pass a Charisma + Valour roll (difficulty of user's Essence) or their dodge DV is inapplicable against the attack and they may not make a dodge action to avoid the shot >Later amendment, they may not use their dodge DV for the rest of their action or become inactive for one action.<

Ethereal Exalt

    Day 38 Ghost Exalt- some speculate he may have been one of the Fairfolk perhaps a Cataphractoi, corrupted by dark Essence. When his visor is raised people see visions of terror in the black emptiness beneath it. But no one has told what those visions are.

    Ethereal Abyssal- sign of presence (when anima banner is manifesting?) shadows are cast at unnatural, disturbing angles creating disturbing effects. Objects appear to be obeying the rules of a different plane of existence.

    Presence Charms- insanity

    Ethereal Abyssal Charm can make himself visible to a specific person causing them to act as if they're mad. Created so he can communicate with a specific person even when they're in a crowd.