Monday, August 22, 2011

Time flies

Shit. I had a friend visit for about a week shortly after putting up my Prime project. During that time, I got fuck-all written. And, actually, since then more of the same. So, I've gotta get something done and posted this week. Prolly going to actually write up those Abyssal Craft Charms I've been meaning to, there's a Lunar Charm I've had in my head for a while that I've been putting some thought into. I've gotta rewrite my religion tree as upgrades to Keeper of the Old Laws, and prolly more.

I've also considered doing a "requests" thread on the forums as many of the other, more prolific, fans have done, but I'm not sure I'm up to it. Either that I'll have the time and attention to dedicate to it, or the qualifications. I really need to finish putting together the pdf of all my shit too, but it's such boring work.

Friday, August 12, 2011

Prime. 1.2.5

Well, Prime rolled out about as expected: too long and too much of a paradigm shift to be considered as usable fan material. Back to normal Charms for now; I have a craft tree I should finish, I think.

Saturday, August 6, 2011

Prime 1.2

Alright, edited and rolled it out. Hope it's well received

Here

And since the White-Wolf forums are broken again, I'll post it here. It's long and I don't have time to figure out spoiler tags.


Prime
A character invoking a Charm with this keyword isn’t required to have motes available to pay its cost. Instead, the character primes a part of her personal or peripheral pool, or part of each which adds up to the total cost of the Charm (Overdrive and pool expansion motes -such as those granted by Immanent Solar Glory- cannot be primed). These primed motes are then considered committed for the duration of the Charm. Such motes cannot be used for any other Charms while they are committed per usual. However, even after the Charm ends, these motes remain primed for the rest of the scene, and may only be used to activate other Prime Charms. If a Prime Charm requires committing motes in addition to those necessary to activate it, these are also primed motes, and she doesn’t have enough primed already, she may do so in order to pay the cost. Charms which require priming additional motes to function must prime fresh motes, not otherwise uncommitted primed motes.

General

Infinite Void Rations of (Ability)
Cost: -(3+m); Mins: (Ability) 5, Essence 4; Type: Permanent
Keywords: Prime
Duration: Permanent
Prerequisite Charms: Infinite (Ability) Mastery
While an Abyssal may be an infinite font of talent unto herself like her Solar brothers, likewise may she tap the Void to expand her aptitude. This Charm permanently enhances its prerequisite, allowing the Abyssal to prime motes instead of committing them on activation. While active, every 3 motes primed and allocated to Infinite (Ability) Mastery reduce the cost of her (Ability) Excellencies by 1m. She may mix committed and primed motes when activating this Charm, or with concurrent activations.



Dusk

Obstacle Shattering Arrows
Cost: 20+m; Mins: Archery 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Piercing Ghost Barb
Firing from long distances it is sometimes difficult to account for the numerous objects and bodies that can get in the way of a shot. This usually results in waiting for the perfect time where nothing is in the way. Abyssals instead study their targets for the optimum moment when she may strike all obstacles. Arrows bounce off ribs and blade in order to line up her attack against the final target.

When declaring a flurry of attacks, the Abyssal may enhance her rate by (Archery) in order to strike ancillary targets on the path to her final victim. Ancillary argets may be creatures or objects obstructing her path or within a reasonable area between her and her final target. These combined attacks only require one shot of ammunition and  ignore all cover so long as the Abyssal can somehow perceive her target. By reflexively committing additional motes to this Charm she may reduce multiple action and DV penalties of these Archery attacks by the number of motes allocated to a maximum of (Archery + Essence).

Any successful defenses by ancillary targets are expected by the Abyssal, and do not stop her attack from continuing in its path. In addition, if any of her targets have a guardian declaring a defend other action and her attack successes overcome his parry defense, her attack continues through both targets, instead of forcing the Abyssal to choose one, without losing any successes on her attack against the ward.


Dark Messiah Resurrection
Cost: -(12m); Mins: Martial Arts 5, Essence 2; Type: Permanent
Keywords: Prime
Duration: Permanent
Prerequisite Charms: Dark Messiah Form
Martial artists typically begin a fight by adopting the style’s signature stance and remain that way for the duration of combat. The Dark Messiah has no need to adopt her Form before entering combat, and may transition between it and other postures as desired. After learning this Charm the Abyssal may opt to prime 12 motes instead of committing the cost of Dark Messiah Form when she activates one of its dynamic trigger conditions.

For the remainder of the scene, she may reactivate Dark Messiah Form reflexively as an innate power by committing 12 primed motes. If the Abyssal has learned any Form-Enhancing Charms that modify Dark Messiah Form, increase the cost of this Charm, and its power, to twice the cost of activating Dark Messiah Form.

If the Abyssal has activated Dark Messiah form within the scene, anytime she adopts another form by way of its dynamic transition, she may instead commit twice the cost of the Charm in primed motes, rather than paying for it in its usual way.

As a point of reference, Dark Messiah Form may be activated reflexively without requiring Charm activation if any of the following conditions are met:
  • By landing an attack that causes a Crippling injury on her target.
  • By killing a sentient being.
  • By draining a target’s last remaining mote through use of a Soulsteel weapon or her innate bite attack.




World Shattering Strikes
Cost: 20+m; Mins: Melee 5, Essence x; Type: Reflexive (Step 1)
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Savage Shade Style
An Abyssal ready for combat is committed to dealing damage, and will break something with every attack. Activating this Charm shares this attitude with her weapon; it will deal damage with every strike. If the Abyssal’s attack hits her target she is guaranteed one level of damage in addition to any rolled. If her strike fails to deal any damage all force of the blow is maintained and redirected to a nearby object, structure, landscape, or extra that is not protected by the target’s defenses.

Each time one of the character’s attacks fails to damage a sentient being she may commit an additional mote to this Charm which adds 1 to the raw damage of her melee attacks for the rest of the scene. This damage is cumulative with successive commitments.

If this Charm is deactivated, reactivating it within the scene allows the Abyssal to commit its most recent cost and maintain the previous benefits, or pay its base cost and lose the accumulated benefits.


Vanishing Oblivion Blades
Cost: 20m; Mins: Thrown 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Witness Implicating Attack
Redirected and boomerang attacks are amateur tactics next to true Abyssal power. By infusing her weapons with a touch of the Void she throws them directly into Elsewhere and let's them sit before they strike. The Abyssal may commit a mote in order to store an attack, and may pick some or all attacks in a flurry at her discretion. These attacks are targeted and rolled, but not compared to a DV until she releases them.

Attacks made on different actions may be released simultaneously, allowing her to set up solo coordinated strikes. These do not require a roll to set up, but she cannot loose more than (Thrown) actions worth of attacks or flurries at once. Likewise, if the Abyssal has successfully established surprise, the first attack in any flurries released may attempt to strike from stealth, though she rolls Wits in place of Dexterity and her position is revealed per usual.

These attacks may be reflexively released on any action tick in which the Abyssal can perceive the target, or any tick in which she attempts a counterattack against him. Deactivating this Charm while attacks are held abandons them, and any used weapons fall harmlessly to the ground near the Abyssal.


Midnight

Void Consuming Hunger
Cost: 10+m; Mins: Integrity 1, Essence 2; Type: Reflexive
Keywords: Prime
Duration: Indefinite
Prerequisite Charms: None
When a creature feels the replenishing force of incoming motes and cannot absorb them into her full pools, the Void feeds. However, an Abyssal hungry for combat may tighten her grip on these motes and sequester them away from the Void. When an Abyssal with this Charm active would discard gained motes due to not having available room in her mote pools, she may instead divert them to her Overdrive pool, gaining 2 overdrive motes for each that would have been lost. If her both her personal and peripheral pools are entirely primed, she gains 4 motes each instead.

Upon activating this Charm the Abyssal may willfully prime as many motes as she desires over its base cost.



Limelight Blinds the House
Cost: 30m; Mins: Performance 5, Essence 4; Type: Reflexive (Step 1)
Keywords: Prime, Combo-OK, Social, Illusion
Duration: One scene
Prerequisite Charms: Inescapable Massacre Technique
As an Abyssal works up to the climax of her presentation it becomes impossible for others to ignore her. Indeed, she becomes so terrifying or beautiful to them that the rest of the world ceases to matter. Upon activating this Charm roll the Abyssal’s (Charisma or Manipulation + Performance) against the MDV of all viable targets within (Essence x 10) yards. Success on this roll eliminates all distractions from the target’s perception and makes anything but the Abyssal invalid for rolls to notice.

Each action tick while this Charm is active the Abyssal may commit 3 additional motes to this Charm in order to repeat the attack and gain an additional automatic success. These successes are cumulative so long as she doesn’t deactivate this Charm between attacks. While a point of willpower saves an individual from this unnatural Illusion for an action, immediate physical danger to a target ends this Charm’s effects on him for the rest of the scene. Likewise, the Illusion lasts only as long as the Charm remains active.



Soul-Husking Shadow Stance
Cost: 30m; Mins: Presence 5, Essence 4; Type: Reflexive
Keywords: Prime, Combo-OK, Shaping, Social, Action-Only
Duration: One Scene
Prerequisite Charms: Dread Lord’s Demeanor
Standing in the shadow of another can shatter one's self worth. Standing in an Abyssal's shadow will drain her target’s will to live. Activating Charm casts the Abyssal's shadow on anyone against whom she has made a Presence based social attack, within the scene, and lasts the rest of the scene even if this Charm is deactivated.

While this Charm remains active all shaded targets lose a mote each tick the Abyssal continues to interact with him as a shaping effect. If a target has no remaining motes he instead loses a point of temporary willpower on each of the Abyssal's action ticks. Targets who leave the Abyssal’s line of sight break free of her shadow while they remain hidden.

The Abyssal may commit an additional mote in order to have all motes burned off for the rest of her action add to the victim’s anima banner. Targets without an anima banner instead take on phantasmal wounds to mark the damage they have taken. This Charm cannot drain willpower in Combat time. If this Charm is deactivated, it must be reactivated at the increased cost.


Injury Assimilating Plague
Cost: 20m; Mins: Resistance 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Injury absorbing discipline
The Abyssal Exalted are no strangers to pain. They stride through the Underworld where there is no joy without weeping. This Charm makes their bodies as resilient as their minds. Activating this Charm allows the Abyssal to resist her wounds. Each action she may erase up to (Essence) levels of damage by committing a mote to this Charm. While this has a mechanical similarity to healing, the wound is instead infused with grave rot: mold and insects feast on the damaged tissues.  This rot only drives the Deathknight on, though, adding 1 to her bashing and lethal soak for each level of damage it infests.

If this Charm is deactivated the Abyssal receives enough levels of bashing damage to fill her health levels to the maximum amount of damage she had within the scene. Likewise, this Charm’s soak only applies while it is active. If deactivated, reactivating within the scene allows the Abyssal to invoke it at the original cost and lose all stacked soak, or at its increased cost and regain the soak she has accumulated. As the forces keeping her body together end with the scene she fills all remaining health levels, to her last -4, with bashing damage. This is a cost of the Charm and cannot be avoided.



Nightmare Land Integration
Cost: 30m; Mins: Survival 5, Essence 4; Type: Reflexive
Keywords: Prime, Combo-OK, Shaping
Dueation: Indefinite
Prerequisite Charms: Ghost Leaves No Trail
The power of the Abyssals does not come from Creation or the Underworld, and but the Void by way of the Neverborn. Because of this they have an innate comfort in the Labyrinth, even as they are nightmares. The Abyssals may use this comfort to aid her, warping the land around her to ease travels and hinder would be trackers.

Activating this Charm shapes the Abyssal's surroundings, but will not dangerously or directly affect any creatures in her wake. While active, she may make rolls to speed her travels as though she were in the Labyrinth, though the difficulty of her rolls are increased by 3. Terminating the Charm before she reaches her destination may leave her anywhere between her starting location and her target, depending on her rolls leading up to her abandonment and the Storytellers adjudication. Each roll made while this Charm is active requires the Deathknight to commit an additional 3 motes.

As a reminder, she is not in the Labyrinth during these travels, though use of this Charm does tend to let ghosts and Nephwracks through the gaps between world's. As such, the hazards will consist mostly of those likely to be found in her vicinity. This Charm only expedites the Abyssal's travels on its own, though her entourage may attempt to follow with a successful (Perception + Survival) roll at a difficulty equal to the Abyssal's for finding her path.



Day

Space Scything Steps
Cost: 10m; Mins: Athletics, 5 Essence 3; Type: Reflexive
Keywords: Prime, Combo-OK, Avatar (1)
Duration: One Scene
Prerequisite Charms: Shadow Races the Light
The aim of Exalted travel is not the movement, but the destination. Using this Charm allows the Abyssal to tap into the disjointed nightmares of the Neverborn, jumping from moment to moment, ignoring the unimportant time between.

While this Charm is active, the Abyssal ignores everything in her path and simply appears at her target location when taking move, dash, or jump actions, so long as she could use that action to arrive at her location and she is still limited by her movement rates. She may, for example, appear on the balcony from the ground so long as she could reach it with a jump, or appear down a twisted corridor, as long as she could contort her body through the passage.

This displacement occurs each tick, or multiple times within a tick if the Abyssal takes actions between movements. Additionally, this approach to movement ignores all hazards and triggers along her chosen path. She will no more trigger a weight sensitive tile than she would stimulate a trip wire, or prompt Malfeas’ Kneel or Be Knelt.



False-Life Corpse Imposition
Cost: 30m; Mins: Dodge 5, Essence 4; Type: Reflexive (Step 2)
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Flickering Wisp Technique
An Abyssal's ability to dodge is not limited by her physical movements. By priming 2 motes in step 2 of combat resolution she may tap into the void and pull from it a memory of her near death before Exaltation and substitutes it for her own form in the path of a perceived incoming attack. By doing so the memory takes the assault instead of the Abyssal.

Treat this memory as an Extra with the same physical traits as the Abyssal. If it survives the attack it remains for the rest of the scene before fate, or its analogue in dimensions other than Creation, destroys her. So long as this Charm remains active she may maintain a single memory, if a successive memory survives an attack, kill the prior version.

If the Abyssal has more than (Essence x 5) non-Overdrive motes available between all her pools, each use of this Charm’s power requires priming 4 motes instead of 2. When used as such this is considered a unique Flaw of Invulnerability.



Reality-Rewriting Impetus
Cost: -(20m); Mins: Larceny 5, Essence 3; Type: Permanent
Keywords: Prime
Duration: Permanent
Prerequisite Charms: Reality-Subverting Gesture
An Abyssal’s subtle fingers and smooth gestures are skilled enough to poison a sealed bottle, or empty a locked safe. But such actions are quickly tiring. Invoking Reality-Subverting Gesture by priming 20 motes she may keep the Charm active for the rest of the scene. While active in this way the Abyssal may take one supported Larceny action, reflexively, each tick.

Additionally, while this Charm is activated with primed motes she may manipulate objects at twice the normal range. However, when acting outside the base range all actions become Obvious - black strands move objects and shadows dance around her - and the Abyssal must make more obvious gestures, allowing observers to notice that she’s the agitator with a successful (Perception + Awareness) roll at a difficulty of her Larceny.


Essence Smothering Subterfuge
Cost: 10+m; Mins: Stealth 5, Essence 3; Type: Reflexive (Step 1 or 2)
Keywords: Prime, Combo-OK
Duration: Instant
Prerequisite Charms: Shadow Cloak Technique
Discontent with limiting herself to the invisible essence of her personal mote pool, an Abyssal may learn to sacrifice potential energy to conceal her anima. Using this Charm snuffs out any current anima flare affecting her. Additionally, after activating this Charm the first (Stealth + Essence) motes she spends from her peripheral or overdrive pools before the end of the tick do not contribute to relighting her anima. This Charm's cost increases by 3 motes each time it is used within the same scene.


Moonshadow

Apocalyptic Horseman Technique
Cost: 10m; Mins: Ride 5, Essence 3; Type: Reflexive
Keywords: Prime, Combo-OK
Duration: One Scene
Prerequisite Charms: Unholy Mount Warding
A mounted Abyssal is a spectre of Death. She is quick, and devestating, and nothing escapes her. This Charm adds the Abyssal's Ride to her mount's Dexterity. Each tick she spends dashing she may commit an additional mote to this Charm, each mote committed in this way adds 1 to her raw damage while she continues dashing. If her mount is a creature of death she increases her speed while riding toward a perceived target she has injured within the scene by the number of levels of damage she has inflicted on him.