MasterDAF
Senior Member
This is where you'll post your character sheets, for ease of reference and upgrading of stats as the story progresses. Use the character template I have provided below; yours doesn't have to be exactly the same if you would prefer your categories to be slightly different, just keep it similar to the template so I can review it quickly during play.
- Attributes + Abilities
- Merits
- CHARMS
- Necromancy
- Martial Arts
- Panoply
- Combat Stats
- Background + Intimacies
- Experience
View attachment 1193808 Name: Withered Deathbringer of Desicated Sands and Unholy Glories
Gender: Male
Age: 37
Exalt Type: Abyssal
Caste: Midnight
ATTRIBUTES
Strength 2
Dexterity 3
Stamina 3
Charisma 3
Manipulation 4
Appearance 4 <Hideous>
Perception 3
Intelligence 3
Wits 3
ABILITIES
Archery 0
Athletics: 2
*Awareness: 3
*Brawl 1
Bureaucracy: 0
Craft: 0
*Dodge: 4
**Integrity: 2
Investigation: 0
Larceny: 0
Linguistics: 1
**Lore: 3
*M. Arts (Snake): 5
* M. Arts (Toad): 3
Medicine: 0
Melee: 0
*Occult: 3
**Performance: 0
**Presence: 3
*A*Resistance: 4
Ride: 0
Sail: 0
*Socialize 2
Stealth: 0
Survival: 0
Thrown: 0
War 0
* Favored Ability
** Caste Ability
*A* Apocalyptic Ability
SPECIALTIES
Dodge (While Dueling)
Lore (Ancestor Worship)
Martial Arts (Unarmed)
Occult (Necromancy)
Deliverer of Dark Dreams and NightmaresShadar Logoth
Deathbringer holds great standing within the local Underworld heirarchy as one of the Deliverer's favored Abyssal servants.Deathbringer is the subject of veneration among multiple cults of mortals and ghosts scattered along the Southern coastline.
A two-dot cult spans several hundred individuals, perhaps an entire large village. The character may spend a Willpower point without actually losing the point a number of times per story equal to her Cult rating.
Without additional magic, humans (including the Exalted) cannot actually hear prayers direct-
ed at them, although when deep in meditation they can feel the mute moth-wing fluttering of appeals, sacrifices, and words of adoration whirling about them.Deathbringer has undergone systematic training in the formal combat arts of both Snake and Toad styles under the tutelage of his Deathlord master and her more martially-inclined servants.Black Sashes of Entropy
Personally rebuilt after their maiming by the Wyld Hunt, the Black Sashes cult is housed by the deathknight in his manse, Ahm Bayîs, to aid in the pursuit of his privately directed goals.
> This group of almost one hundred mortals and ghosts serve as the proselytizers and worshipers of the cult. Though they could serve as a motley unit of fighters if necessary, they typically avoid combat and instead focus on faith-based roles and providing Deathbringer with esoteric support.
> Black Sash acolytes answer to the five Entropic Priests, an auspiciously numbered cadre of ghosts decorated in ornate funery robes of black silk and supremely faithful to Deathbringer. The Deathknight is typically accompanied by three of the priests, and leaves the other two in Ahm Bayîs.
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>> The warrior core of Deathbringer's self-aggrandizing militarized sect, they are made up of just over one hundred average mortal soldiers.
> Black Sash soldiers answer to Lahk'na, their ghost-blooded captain, and one of Deathbringer's most loyal lieutenants.Lahk'na, Captain of the Black Sashes
?Ahm Bayîs (Abyssal Manse)
> Southern dialect of Old Realm for "Temple of Forlorn Terror"
> Rebuilt from the crumbled sandstone ruins of an ancient Solar temple, records refer to it as Ahm Hadi (loosely translated in Old Realm to "Temple of Serene Tranquility").
> Deathbringer forced a skilled geomancer to undergo the long and arduous task of realigning the demense's dragon lines to those of an encroaching shadowland to twist it into a font of deathly power in Creation. It is now firmly encased within that shadowland, and the former marble and gold statues that previously reflected the brilliant sunlight have been replaced with obsidian and iron obelisks which greedily absorb the small scraps of sun and bury it in their darkness.?- Flametongue (native)
- Old RealmDeathbringer looks as though he were a partially-decayed corpse, his skin rotting under the burden of his deathly essence. He wears a small silver-spun cloth around his waist and upper thighs, a black hooded robe to conceal his horrific appearance, supple black leather gloves and boots adorned in bone, and a dark iron and lead mask resembling a stoic neutral face to cover his own grotesque visage.Anu-Fahim, First Age Necromancer
> First-Age necromancer who devised the method for encoding necromantic instructions onto living tissue.
> In horribly ironic fashion, he was forced to undergo practical testing as "subject zero" when his disciple used these same methods to magically char the elder's bones and etch necromantic knowledge into his still-living skull.
A rare few skulls in the Diary belonged to necromancers themselves betrayed and
sacrificed by the Diary’s maker. Cursed with greater awareness of their fallen state, the skull pages serve as familiars to necromancers who claim their power. Each resembles the rest of the blackened skulls of the Diary, save that they may levitate in the air and glow with an unearthly light in their eye sockets.Essence: 1; Willpower: 4; Join Battle: N/A (see Page)
Health Levels: −0x4/Incap.
Actions: Necromantic Lore: 8 dice; Senses: 7 dice
Appearance 1 (Hideous), Resolve 3, Guile 5
Intimacies
Defining Tie: Its owner (Loyalty)
Defining Principle: We must be made whole.
Merits
Scribed into Eternity: If destroyed, the skull page reconstitutes itself from its fragments and returns to its master’s side the next night.
Page: The page is incapable of fighting, floating at its master’s side whenever combat begins. If targeted by an attack, it possesses an Evasion of 6.- Hearthstone Slots: 1
- Artifact is an underworld/abyssal reskin of Gauntlets of Distant Touch
MIDNIGHT ANIMA EFFECTS
(10m [3m]; Simple; Instant)
Invoking her dread authority, the Midnight binds a ghost to
herself. She must touch him and roll (Intelligence + Occult) against its Resolve. If successful, he’s bound
to her, and counts as her familiar (Exalted, p. 161). This doesn’t compel his obedience. She can summon the ghost to her reflexively for three motes, or banish it for free, returning it to its Underworld abode. She may bind up to (Essence) ghosts.(5m; Supplemental; Instant; Mute)
The Deathspeaker adds (higher of Essence or 3) non-Charm dice on an inspire, instill, or threaten roll. The undead count as having a Minor Intimacy supporting it, and she can influence even mindless undead. This power’s cost is waived at bonfire anima.(1m or 10m, 1wp; Simple; Instant)
For one mote, the Midnight reanimates a corpse
as a zombie (Exalted, p. 502). Once per day, she can spend ten motes, one Willpower to summon the
ghost of someone who’s been dead no more than three days to his corpse. This doesn’t let her bind the
ghost.
AWARENESS (1)
Cost: 5m; Mins: Awareness 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The Abyssal doubles 9s on Awareness rolls.
Cost: 1m; Mins: Dodge 2, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Abyssal can activate this Charm after an attack roll against her to subtract one success.Cost: 2m; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Ephemeral Presence Elusion
The Abyssal ignores penalties to her Evasion, including surprise attack penalties.Cost: 4m; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Counterattack
Duration: Instant
Prerequisite Charms: Flitting Shadow Form
If the Abyssal successfully dodges an attack, she counterattacks with a ([Charisma or Manipulation] +
Dodge) roll to instill a Principle expressing her attacker’s despair, helplessness, or insignificance.
If the Abyssal succeeds, her attacker can’t oppose her disengage rolls until the end of her next turn. This
costs one Willpower to resist, separate from resisting the instill roll.Cost: -; Mins: Dodge 3, Essence 1
Type: Permanent
Keywords: Perilous, Uniform
Duration: Permanent
Prerequisite Charms: None
When defending against an attack, the Abyssal may spend Initiative as if it were motes on the Dodge
Excellency against it. Doing so adds (Essence) to the maximum bonus she can add to Evasion with
Charms.
While using Untouchable Phantom Mien (p. XX), each point of Initiative spent on the Dodge Excellency
counts as two motes.
With Dodge 5, Essence 3, the deathknight gains one mote when she dodges an attack with this Charm, maximum once per round.*Replace all feather motifs with black sand for character thematic purposes
Cost: 5m; Mins: Dodge 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Until next turn
Prerequisite Charms: Incomparable Phantom Form
The Abyssal can use this Charm after dodging an attack, unleashing a whirlwind of black feathers* that
extends out to short range until her next turn. Enemies caught within it suffer a −2 penalty on vision-
dependent rolls, which increases to −3 on attacks against the Abyssal.
With a Dodge 5, Essence 2 repurchase, the Abyssal may pay a one-Willpower surcharge to extend the whirling feathers* out to medium range. The buffeting feathers* inflict its penalty on all physical actions.
Enemies lose one Initiative each time they move into or within the feathers*, and at the end of each round.
Cost: 4m (1wp); Mins: Integrity 1, Essence 1
Type: Reflexive
Keywords: Whispers
Duration: Instant
Prerequisite Charms: None
When the Abyssal is exposed to a Shaping effect, she can defend with this Charm, regardless of what
Ability she uses to resist. She adds (higher of Essence or 3) successes on her opposed roll or adds (higher
of Essence or 3) to the targeted static value. If the Shaping effect is rolled, its 1s subtract successes.
Even if the Abyssal fails, she can pay one Willpower to mitigate the consequences. If a transformation is
normally permanent, it becomes possible for the Abyssal to break it, though it’s up to her to figure out
how — often with the use of Lore, Medicine, or Occult.
The Abyssal also can’t be changed in a way that kills her, leaves her unable to take any actions, or stops
her from using Charms or other magic at all — at least, not immediately. The Storyteller can inflict a weakened version of the effect that develops progressively, giving the Abyssal ample time to find a way to break it, as above — seasons, or even years. Alternatively, the Storyteller can alter the transformation’s nature so that it doesn’t have such an impact on the deathknight.
With an Integrity 5, Essence 2 repurchase, Immutable Graven Mythos’s bonus becomes non-Charm.
Against Shaping effects that are normally unrolled, the Abyssal rolls (Essence + current temporary
Willpower) against the opposing character’s (current temporary Willpower). That character loses one
success and one Willpower for each 1 or 2 that he rolls. Success negates that effect and renders the
Abyssal immune to it for the rest of the session. If the Shaping isn’t created by a character, the Storyteller sets a difficulty for the Abyssal’s roll.
Whispers: The Abyssal can invoke her Whispers instead of paying the Willpower cost to mitigate a
Shaping effect’s consequences.
Shaping Ritual
> Skull's Dread Utterance
Control Spell
> Wrath of Ravenous Hunger
Misc Spells
> Grotesque Masque of the Inevitable
> Bone Puppet Dance
> Blood Mirror Speech
Cost: -; Mins: Presence 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Abyssal’s appearance changes as death’s Essence permeates her body. The nature of this
transformation depends on whether she has the Hideous Merit (Exalted, p. 162), which she may gain for
free as part of learning this Charm.
An Abyssal without Hideous is suffused with deathly beauty: skin turns deathly pale or colors with rich
vitality; hair darkens or pales; her lips and cheeks flushing with blood; etc.
An Abyssal with Hideous decays into a grotesque horror: her eyes sink deeper into her skull; skin wither,
desiccates, or rots away entirely; blood or bile drips from her eyes, mouth, or skin; the scent of death
clings to her; etc.
The Abyssal’s altered appearance adds (Essence) non-Charm dice on certain influence rolls. If she
doesn’t have Hideous, she does so on persuade and bargain rolls to seduce others and instill rolls to create or strengthen Ties based on desire for the Abyssal. If she has Hideous, she does so threaten rolls and instill rolls to create or strengthen Ties of fear toward herself.
Regardless of the nature of the Abyssal’s transformation, her distinctive appearance betrays her nature. She suffers a − (Appearance) penalty on disguise roll.
With Presence 3, the Abyssal adds (higher of Essence or 3) dice. With Essence 3, this increases to
(Essence + 1).
Cost: -; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
She gains additional health levels based on her Stamina rating:
Stamina 1-2: One −1 level and one −2 level.
Stamina 3-4: One −1 level and two −2 levels.
Stamina 5: One −0 level, one −1 level, and one −2 level.
This Charm may be purchased (Resistance) times. If the Abyssal’s Stamina increases, her health levels
change to reflect her new rating.Cost: 4m; Mins: Resistance 1, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: None
The Abyssal rolls (Stamina + [Larceny, Resistance, or Stealth]) to feign death, doubling 9s. Her wound
penalties add non-Charm dice instead of subtracting. Only characters with superhuman or magically enhanced senses can see through this, opposing it with a (Perception + [Awareness, Investigation, or Medicine]) roll. Their 1s and 2s subtract successes. Moving, speaking, and other overt actions spoil this deception.Cost: -; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cadaverous Torpor Technique
The Abyssal no longer needs food or water to survive, and never suffers penalties from hunger or thirst.
However, she no longer finds pleasure in the taste of anything she does consume, imposing a −1 penalty on taste-based Perception rolls.
With a Resistance 3 repurchase, the Abyssal no longer needs to sleep and never suffers fatigue penalties.
Instead of regaining Willpower from sleep, she gains one Willpower at the stroke of midnight.
With a Resistance 4, Essence 2 repurchase, the Abyssal no longer needs to breathe, though she must still do so to speak. By stopping her breathing, she can avoid exposure to inhaled poisons and similar dangers entirely.Cost: 3m; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisite Charms: None
The Abyssal reduces withering attacks’ raw damage and decisive attacks’ damage dice by two.
Against decisive attacks, the Abyssal also gains Hardness 4. If she already has Hardness from Flesh Like
Marble (p. XX) or Transcendent Soulsteel Flesh (p. XX), she can instead add +2 to that Hardness.Cost: 1m per point of soak; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Spirit-Hardened Frame
The Abyssal can use this Charm after being hit by a withering attack, but before the damage roll. She can
add up to (Stamina) to her soak, paying one mote per adding up to (Stamina) soak for one mote per point.
With Resistance 5, Essence 3, the Abyssal can pay a two-Initiative, one-Willpower surcharge to use this
Charm after a withering damage roll, subtracting up to (Stamina) levels of damage for two motes each. Such uses are Perilous.Cost: 2m or 6m; Mins: Resistance 3, Essence 1
Type: Reflexive
Keywords: Dual
Duration: Instant or Indefinite
Prerequisite Charms: Implacable Doom Endurance
Against a withering attack, the Abyssal can use this Charm for two motes to soak unsoakable damage
with her base Stamina, not including armor or any other soak bonuses.
Against a decisive attack, the Abyssal can use this Charm for six motes after the damage roll to gain
(Stamina) temporary −0 health levels indefinitely. Unlike most temporary health levels, they don’t vanish when damaged. Once the scene ends, they become −1 health levels, vanishing only when the damage is healed. Healing applies to them before the Abyssal’s normal health levels. If she engages in vigorous activity like combat while she still has damaged levels remaining, their wound penalty increases by −1.Cost: 5m; Mins: Resistance 4, Essence 2
Type: Simple
Keywords: Dual
Duration: One scene
Prerequisite Charms: Death Twice Denied
The Abyssal rolls (Stamina + Resistance) with (higher of Essence or 3) automatic successes, which can’t be enhanced by other magic. While unarmored, she adds her successes to her soak and gains (Stamina).
Cost: 2m; Mins: Socialize 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Abyssal doubles 9s on an instill roll to erode an Intimacy. If it’s a positive Tie, she adds a non-Charm
success.
IVORY CIRCLE - SHAPING RITUAL
When the nexromancer shapes necromancy and stunts it with a description of how she casts the spell through the Skull Diary and the screaming of the skulls she possesses, she gains (stunt rating +2) necromantic motes towards the spell. Once per scene, unless stunting to enhance the necromancer's control spell.
Cost: 14nm, 1 wp
Keywords: Psyche
Duration: One week
The necromancer makes a ([Manipulation or Intelligence] + Occult) roll against the Resolve of a living character within medium range. Success awakens and strengthens his lower soul, filling him with violent urges and insatiable hunger. He suffers a −(higher of necromancer’s Essence or 3) penalty to all rolls requiring a level head or careful foresight. The amount of food he must consume to avoid starvation is multiplied by (necromancer’s Essence + 2), and he can only sustain himself on meat. Others may exploit these urges and hunger as if they were a Major Intimacy, though failed attempts at such influence automatically create a negative Tie as per a failed threaten action (Exalted, p. 217). Characters who die while cursed always leave a hungry ghost if able.
Alternatively, the necromancer can use this spell against the undead, even when they lack a lower soul,
strengthening the vestigial echo of their hunger. Her target may use the stats of a hungry ghost (Exalted,
p. 503) if they’re superior to their own, and gain the Blood Scent and Earthbound Merits. While they
can’t starve, they suffer deprivation penalties if they go more than (Stamina) days without tasting living
blood.
Control: Starving characters double their deprivation penalty (Exalted, p. 232) while in medium range of
the necromancer, and hungry ghosts automatically have a Major Tie of deference or respect for her.
Whenever she passes by an unburied corpse, it groans uncontrollably with an echo of hunger.
Distortion (10): So long as the target can satisfy their increased appetite, he reduces the penalty to
thoughtful actions by two, and his feelings of hunger and wrath can only be leveraged as a Minor
Intimacy for the durationCost: 11nm, 1 wp
Keywords: None
Duration: One week
The necromancer rolls ([Intelligence or Manipulation] + Occult) against the Resolve of a living character
within medium range. Success transforms his appearance into an illusion of his own corpse, with the
necromancer choosing the means of his apparent death — withered by age, covered in stab wounds,
marked by deadly poxes, and so on. He gains the Hideous Merit (Exalted, p. 162) and others automatically perceive him as undead, treating him accordingly. Characters prompted by an Intimacy
towards the target or external evidence can attempt to see through this illusion with a difficulty 5 (Perception + [Awareness, Investigation, or Occult]) roll.
The victim must roll (Wits + Integrity) against (necromancer’s Manipulation + 1) when presented with the opportunity to see his horrific reflection. He suffers a −2 penalty if doing so is especially easy, such as in a manse of mirror-polished marble or on the shore of a glassy lake. If he fails, he is transfixed by his own grim until he spends one Willpower to break free. In combat, he must take a miscellaneous action each round to observe his reflection. If he spends (necromancer’s Essence, maximum 3) total Willpower, he inures himself against this fixation, but doesn’t break the illusion.
Against mortals, this spell’s duration is indefinite, though the necromancer may proclaim a circumstance under which it breaks: when her victim slays one of her foes, swears his fealty to her, stands atop Mount Namas, and so on.
On ghosts, this spell can instead be used to change their natural forms, shaping their corpus to change the
apparent nature of their death and associated cosmetic supernatural features.
Control: The necromancer may spend three motes or one Willpower to change her apparent age, inflict
herself with cosmetic wounds and afflictions, or appear either dead or alive. This grants her (higher of
Essence or 3) non-Charm dice to appropriate disguise rolls. This transformation lasts until she chooses to end it.
Distortion (9): The illusion is lessened for the scene, removing the Hideous merit and allowing the
character to see their reflection without incident. Characters still perceive them as undead.Cost: 13nm, 1 wp
Keywords: None
Duration: Instant
The necromancer rolls (Intelligence + Occult) against the Resolve of a target at up to medium range. If
successful, the necromancer may command the target’s bones for (1 + threshold successes) rounds. Every
round, the victim must take a miscellaneous action to roll (Stamina + Resistance) against a difficulty of the necromancer’s (Intelligence). On failure, the necromancer may select one of the following effects:
• The victim’s skeleton twists and dances within his flesh. The victim suffers three dice of
witheringdamage as her body contorts, which doesn’t award Initiative to the necromancer. In Initiative Crash, the victim’s flesh tears, inflicting three dice of lethal damage instead, ignoring Hardness.
• She can force the victim to fall prone, make him move one range band in any direction, force him
to drop a weapon or object or inflict similar effects by seizing control of his skeleton at Storyteller’s
discretion.
• The skeleton attempts to tear the victim apart. The necromancer makes a decisive attack through
the skeleton that automatically hits, adding one die of damage for each remaining rounds of the spell’s
duration. The necromancer resets to base Initiative afterward. This automatically ends the spell.
Alternatively, this spell may be cast on a corpse to permanently raise it as a bonesider (Exalted, p. 506)
with a Defining Tie of obedience to the necromancer that cannot be altered.
Control: Skeletons that kill their host tear themselves free of the victim to become bonesiders with a
Defining Tie of obedience to the necromancer that cannot be altered. Bonesiders born from the spell are loyal to the necromancer; however this does not extend to those infected by the bonesider. Whenever the necromancer experiences intense emotion, such as anger or sadness, her own skeleton twists in odd ways,
contorting her like a gruesome marionette.
Distortion (8): Distorting Bone Puppet Dance allows a contesting necromancer to take control of a
skeleton affected by this spell (or give control back to the skeleton’s owner, ending the effect).Cost: 10nm, 1 wp, 1 health level
Keywords: None
Duration: Unique
Mirrors carry a great deal of metaphor that the Exalted can use in their powerful magic. The necromancer cuts his hand and flings his blood (or plasm) at the mirror with a short message in mind. His effluent and Essence spell out the message for a moment before the mirror absorbs it.
The next time the spell's target glances in a mirror, the message forms there to be read. Once understood, the liquid words lose cohesion and flow down the mirror's surface. If the target desires, she may cut herself and use her own vital substance to write a response, which the caster will see when he next visits a mirror. Sadly, target's without some manner of inner vital fluid cannot take advantage of this aspect of the spell.
SNAKE STYLE
Snake style is swift and agile, moving with the speed of a striking serpent to fell stronger or better-armed foes before they even have a chance to act. Its strikes emphasize
precision over brute strength, and a master of the style can pierce through armor, paralyze an enemy with a pressure-point strike, or even deliver poisonous Essence through her fingertips. It flourishes in dojos of the South and the East, where students learn to emulate the motion and tactics of the native serpents, but as one of the ancient
animal styles whose lineage dates back to the First Age, its practitioners can be found throughout all of Creation.Weapons
Snake style’s unarmed attacks are usually two-fingered fang attacks that stab at pressure points and
exposed tendons. It can also be used armed with a seven-
section staff or hooked sword, which are wielded with extraordinary speed and finesse. Any unarmed attack enhanced by a Snake Charm can always be stunted to deal lethal damage.
Armor
Snake style is compatible with light armor.
Cost: 2m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Mastery, Uniform
Duration: Instant
Prerequisite Charms: None
Serpentine Evasion adds +1 to the
martial artist’s Evasion against a single attack. If the attack is made after the martial artist has already taken her turn that round, she may declare this Charm after the attack
has already been rolled—enemies who cannot even keep pace with her in battle have no hope of striking her.
Mastery: Successfully evading an attack after using this Charm cumulatively lowers the cost of subsequent activations of it by one mote until the martial artist’s next turn.Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual, Mastery
Duration: Instant
Prerequisite Charms: None
Against an enemy with lower Initiative or who hasn’t taken their turn yet this round, Striking
Cobra Technique adds the martial artist’s Dexterity to the raw damage of a withering attack, or one die to the raw damage of a decisive attack. Against enemies in Initiative Crash, the withering damage boost is added after soak, while the decisive damage boost is converted to an
automatic success.
Mastery: Add the martial artist’s (Essence + 2) to her Initiative when determining if she can use this Charm against an enemy.Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Serpentine Evasion, Striking Cobra Technique
Enemies are entranced by the snake-like posture, taking a -1
penalty on all attack rolls against her — which increases to a -3 penalty if their Initiative rating is lower than the martial artist’s. In addition, this flexible pose makes it easier to roll with attacks and thus minimize their impact, adding the stylist’s Dexterity rating to her soak.
Special activation rules: Whenever the martial artist makes a withering attack which lowers an enemy’s current Initiative value from greater than her own to less than her
own, she may reflexively activate Snake Form.Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Supplemental
Keywords: Dual, Terrestrial
Duration: Instant
Prerequisite Charms: Snake Form
The Armor-Penetrating
Fang Strike allows a withering attack to ignore all of an enemy’s soak from armor, or a decisive attack to ignore (higher of Essence or 3) hardness.
Terrestrial: A Dragon-Blood may only use this Charm once per scene, unless she resets it by dealing 3+ levels of damage with a Snake style decisive attack and then builds
back up to Initiative 12+.
TOAD STYLE
Toad style emphasizes defense above all else. Its stylists wear no armor, but their skin is said to be hard as iron. They go through grueling training regimens to toughen their bodies, enduring countless repeated blows until they can withstand them without flinching. Students also eat a variety of poisons and venoms to cultivate resilience and heighten their understanding of toxins. Some even
develop the Venomous Merit as a result. This style is widely practiced throughout the East, Southwest, and the Blessed Isle, and in parts of the
West. It’s sometimes known as Frog style, especially in tropical Eastern forests where colorful poison dart
frogs thrive. Its defensive techniques are sometimes studied to complement other styles; Snake and Mantis are common combinations.Weapons
Toad style’s offense focuses on
delivering a single powerful blow rather than rapid flurries, using punches, palm strikes and kicks. It’s in- compatible with weapons.
Armor
Toad style is incompatible with armor.
Abilities: Resistance is key to Toad
style’s defense. The style’s Charms don’t use Medicine, but it’s good to have if you’re going to poison yourself.
Cost: 3m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Mastery. Withering-only
Duration: Instant
Prerequisite Charms: None
The stylist gains (Stamina + 1) armored soak. She still counts as unarmored for Martial Arts and similar effects.
Mastery: This Charm can be used after the attack roll.Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Iron-Skinned Toad
If the stylist deals decisive damage with an attack, her
enemy is exposed to arrow frog poison. It has Damage 3i/round (L in Crash), Duration 5 rounds, and a −2
penalty.
The stylist can also enhance a grapple, rolling (Stamina
+ Resistance) for the control roll and inflicting poison as
above if she establishes control.
ARMS
Gloves of Ghoulish Reach
Type: Light* (+4 ACC, +7 DMG, +0 DEF, OVW 1)
Tags: Bashing, Brawl, Grappling, Worn
* used unarmed statsThese supple leather gloves are sewn around alternating rings of soulsteel and gold-alloyed bone stretching up to the elbow. The enchanted rings act as kinetic conduction coils, while the gloves manipulate and direct the dynamic Essence field the artifacts project. A pair of these gloves costs four motes to attune, which resizes them to perfectly fit their wielder.
When charged with an additional commitment of three motes, an invisible aura of force forms around both hands for the rest of the scene. During this time, the character may perform any task that would normally require his hands simply by making the appropriate gesture (the action uses its normal dice pools and difficulty), and the Exalt may affect any objects within (Essence x 3) yards. From a utilitarian standpoint, the gauntlets can levitate objects (but not the user), manipulate them, pull them close or push them away.
In combat, the gloves can deliver ranged Martial Arts hand strikes or clinches that benefit from close combat bonuses. Such attacks also imposed a -1 penalty to the opponent's Parry DV because of their invisible nature. Finally, a character wearing charged Gauntlets can parry attacks directed at anyone else in range, though each such parry cumulatively decreases her Parry DV by -1 until her next action. All close and ranged attacks made using Gloves of Distant Touch are considered unarmed for the purposes of compatibility with Martial Arts charms.
Type: Light (+4 ACC, +7 DMG, +0 DEF, OVW 1)
Tags: Lethal, Melee, Thrown (Short)
HEALTH LVLS
(ignore, incorrect)
-0 [ ]
-1 [ ][ ][ ]
-2 [ ][ ][ ][ ]
-4 [ ]
Incapacitated [ ]
ESSENCE
Essence: 2
Personal: 16 / 16
Peripheral: 36 / (36) 40
Committed: 4
WILLPOWER: ●●●●● ●● / ●●●●● ●●
LIMIT: [ ] [ ] [ ] [ ] [ ] - [ ] [ ] [ ] [ ] [ ]
COMBAT STATS
Join Battle: 6 +3i
DVs
Dodge DV: 4
Parry DV: 4
Resolve: 3
Guile: 3
Soak
Natural: +3
Total: +3
Weapons
• Gloves of Ghoulish Reach
Type: Light (+4 ACC, +7 DMG, +0 DEF, OVW 1)
Tags: Bashing, Brawl, Grappling, Worn
• Ceremonial Dagger
Type: Light (+4 ACC, +7 DMG, +0 DEF, OVW 1)
Tags: Lethal, Melee, Thrown (Short)
Limit Triger: Knowingly acting out of accordance with the Old Laws or the Chivalry of Death
INTIMACIES: 2 Def, 5 Major, 7 Minor
- Defining Principle
+ "I am destined for greatness."
- Defining Tie (Positive)
+ Neverborne - Worship
- Major Principle
+ "Keep with the Old Laws"
- Major Principle
+ "Ignoring the Chivalry of Death is reason enough for punishment"
- Major Tie (Positive)
+ The Deliverer - Servitude
- Major Tie (Positive)
+ Ahm Bayîs- Home Base
- Major Tie (Negative)
+ Solar Exalts - Blasphemous
- Minor Principle
+ "The purest servants of death chose to forsake the light"
- Minor Principle
+ "I shall not be denied"
- Minor Tie (Positive)
+ Anu-Fahim - Comradery
- Minor Tie (Positive)
+ Torture Heretics - Enjoy
- Minor Tie (Positive)
+ Chariot travel - Pleasant
- Minor Tie (Negative)
+ Terrestrial Exalts - Weak
- Minor Tie (Negative)
+ Exalting as a Zenith - Shame
BACKGROUND
Ardeth Osis grew up in a shadowland near Shadar Logoth, and throughout his youth served as a mortal servant (and later an acolyte) to his local ancestor cult, the Black Sashes of Entropy. He was taught a few of their thaumaturgical rights and internalized the faith as his core belief. Over the course of the next couple decades his influence within the cult grew until he finally attained a joint-leadership position. As one of the revered priests in the cult who would speak for the dead, he felt purpose and importance in this role and spent another few years honing his skills.
At some point, most likely a few years ago but the man once called Ardeth cannot recall the exact date anymore, a small Wyld Hunt was patched together in Harborhead and rode forth to dispatch an anathema in the southern wastes. Tired and wounded but ultimately victorious, they slowly hobbled back on their return trip almost treating it as some kind of victory tour, when they accidently stumbled upon the cult. The cultists tried their best against the Dragon-Blooded, but even with a few ghosts summoned to help they were sorely overmatched by the Terrestrials.
In the midst of the fighting Ardeth attempted to protect a few of the younger cult initiates, but was wounded and knocked to the side, unable to do much but lay there and watch their blood run in the sand. His rage boiled over as he forced his broken body to stand, and in that moment he exalted as a Zenith caste Solar and channeled his righteous fury to kill the remaining Terrestrials. With the fighting over however, it quickly became clear that his massive expenditures of holy golden essence ruined many of the cult's sacred tomes and grave-goods artifacts, and also obliterated some of the ghosts in attendance.
Though the few survivors were glad for his intervention, they could only weep at the utter desecration of their unholy objects and held his new blasphemous state to blame. Ardeth loathed the creature he'd become, and vowed not to use the accursed golden essence in any way that would cause it to radiate forth from him and place anything else he held valuable at risk. His self imposed punishment did not have to last long. Within a lunar month, he was visited in his sleep by the Deliverer of Dark Dreams and Nightmares, who claimed she could "fortify his blasphemous shape" and provide him with new and glorious purpose.
By the next evening an emissary of the Deathlord was already ferrying him to the Underworld to pledge his loyalty and submit for his "dark renewal." At the pinnacle of the Deathlord's unholy rites, Ardeth tossed his name into the Void and let Oblivion wrest control of it. He was no longer that disgusting creature of sunlight who's very existence spat in the face of the Neverborn. He was Withered Deathbringer of Desicated Sands and Unholy Glories, and he was finally perfect.
--------------------------------------
Since that time, Deathbringer (as he is colloquially referred to by a select few) now works alongside his fellow Abyssals to achieve the goals of his liege as well as his own personal projects. He does not actively seek out his fellows unless in need of them for a specific purpose. Most of the other Abyssals he works alongside are aware of his deformity to an extent, but almost none have seen him without his mask save his master and a few of her most trusted servants at times when he visited his full terrible glory upon Creation's wayward defenders.
Withered Deathbringer of Desicated Sands and Unholy Glories would appear as a bald and relatively handsome lithe-muscled man in his older 30s/young 40s...except his deathly empowerment left him in a perpetually rotten and ruinous state. He wears a black hooded robe to conceal his disfigurement, supple black leather gloves and boots, and a dark iron and lead mask to cover his face so that his appearance does not immediately send crowds running (unless he wants them to).
Trait - Experience Cost
Attributes - 10 per dot
Caste/Favored Attributes - 8 per dot
Abilities - 5 per dot
Caste/Favored Abilities - 4 per dot
New Specialty - 2
Merits - 2 per dot
Willpower - 6 per dot
New Charm/Spell/Evocation - 12
New Caste/Favored Charm or Spell - 10
Point Expenditures
BASIC EXP
Earned:Spent/Banked
(80:80/0)
Attribute Total: 10
> Dexterity 2 to 3
Merit Total: 10
> Command (2)
> Followers (3)
M. Art Charm Total: 60
> Snake Style (4)
> Toad Style (2)
ABYSSAL XP
Earned:Spent/Banked
(50:50/0)
Ability Total: 32
> Occult 2 to 3
> Dodge 3 to 4
> Resistance 3 to 4
> Martial Arts (Snake) 3 to 5
> Martial Arts (Toad) 0 to 3
Merit Total: 6
> Manse (3)
Willpower 5 to 7: 12
Toad Style
Cost: 2m, 1i; Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Mastery, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Iron-Skinned Toad
When the stylist parries an attack, she gains +1 Defense and can parry lethal attacks. Up to (Essence) 1s on the attack roll subtract that many dice from the damage roll.
This Charm can’t be used against attacks that completely ignore soak or Hardness.
Mastery: The Defense bonus is non-Charm against poisoned enemies.Cost: 7m (2i per counterattack); Mins: Martial Arts 4,
Essence 1
Type: Simple
Keywords: Counterattack, Dual, Form
Duration: One scene
Prerequisite Charms: Poisonous Fist, UnyieldingToad Stance
The stylist gains the following benefits:
• She adds (Resistance) soak.
• She adds (Essence) dice on rolls against poison and reduces penalties from poisons by (Essence).
• She gains one Initiative when her soak reduces a withering attack to its minimum damage or her Hardness negates a decisive attack.
• When an enemy makes physical contact with her by landing an unarmed attack, spending a turn grappling her, etc., she may pay two Initiative to expose him to arrow frog poison. This counts as a counterattack.
Special activation rules: When the stylist’s soak reduces a withering attack to minimum damage or her Hardness negates a decisive attack, she may reflexively enter Toad Form.
To label a spoiler, you type the command:
{Spoiler=name}
But you would use a pair of brackets "[ ]" instead of squigle lines. Then after you finish your spoiler info, follow it with another command:
{/spoiler}
But use brackets again. This can also be done for your tabs, starting with a command to establish tabs and then individualones for the named tab:
{Tabs}
{Tab=name}
enter the tab info you want
{/tab}
{Tab=next name}
etc
That should cover majority of what you need to format, and other questions can be post in ooc (or text).
{Spoiler=name}
But you would use a pair of brackets "[ ]" instead of squigle lines. Then after you finish your spoiler info, follow it with another command:
{/spoiler}
But use brackets again. This can also be done for your tabs, starting with a command to establish tabs and then individualones for the named tab:
{Tabs}
{Tab=name}
enter the tab info you want
{/tab}
{Tab=next name}
etc
That should cover majority of what you need to format, and other questions can be post in ooc (or text).
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