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Below are the 20 most recent journal entries recorded in Exalted Resources' LiveJournal:

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    Wednesday, January 13th, 2010
    1:44 pm
    Discourteous Repartee Style (Solar Charm)
    Cost: 3m; Mins: Socialize 5, Essence 2;
    Type: Reflexive (Step 9)
    Keywords: Combo-Basic, Counterattack, Social
    Duration: Instant
    Prerequisite Charms: Mastery of Small Manners

    When a Solar speaks, he speaks the law. Anyone daring to gainsay a Lawgiver can expect to be put in her place immediately as the Solar puts aside common courtesey and lays down the law.

    Discourteous Repartee Style allows a Lawgiver who has succesfully applied his Parry MDV against a Social attack to make a Social attack as a counterattack. This counterattack is resolved in Step 9 of the initial attack's resolution with the Solar's player rolling whichever combination of ([Charisma or Manipulation] + [Investigation, Performance, or Presence]) reflects the nature of the counterattack.
    12:27 pm
    Razor-Edged Retort (Abyssal Charm)
    Cost: 3m; Mins: Socialize 5, Essence 2;
    Type: Reflexive (Step 9)
    Keywords: Combo-Basic, Counterattack, Mirror (Discourteous Repartee Style), Social
    Duration: Instant
    Prerequisite Charms: Exquisite Etiquette Style

    As world-killing monsters who defies the laws of reality by simply existing, most Abyssals are not above breaking the flow of conversation by interupting others to present their ghastly viewpoints.

    Razor-Edged Retort allows an Abyssal who has succesfully applied her Parry MDV against a Social attack to make a Social attack as a counterattack. This counterattack is resolved in Step 9 of the initial attack's resolution with the deathknight's player rolling whichever combination of ([Charisma or Manipulation] + [Investigation, Performance, or Presence]) reflects the nature of the counterattack.
    Tuesday, January 12th, 2010
    7:34 pm
    Wretched Breath-Stealing Ways (Abyssal Charm)
    Cost: 4m; Mins: Larceny 5, Essence 4;
    Type: Simple (Speed 4)
    Keywords: Avatar (1), Combo-OK, Shaping
    Duration: Indefinite
    Prerequisite Charms: Unjust Appropriation Method

    Since the Usurpation there have been plenty of bedtime stories of how the Wretched would descent upon unsuspecting victims in their sleep and steal their breath. While these stories never did the Night Caste Solars any real justice, Day Caste Abyssals with this Charm have recently begun to appear across Creation as Wretched nightmares come true.

    To activate Wretched Breath-Stealing Ways the deathknight must kiss her victim on the lips and pay four motes of Essence. The Abyssal's player rolls (Intelligence + Larceny), adding the Abyssal's Essence as automatic successes, in a resisted roll against the target's (Stamina + Resistance) as a Shaping attack. If the Abyssal is succesful, the four motes of Essence she paid to activate the Charm are committed until she chooses to terminate the Charm.

    For the duration of the Charm the deathknight may choose to reflexively terminate her target's breath if he is within (Abyssal's Essence) miles of the Abyssal. This will eventually cause the target to asphyxiate (see Exalted page 130). For as long as the Abyssal keeps the motes committed to the Charm, she may reflexively terminate and re-activate the target's breath as often as she wants to.
    7:03 pm
    Sudden Dance Macabre (Abyssal Charm)
    Cost: 6m; Mins: Martial Arts 5, Essence 3;
    Type: Supplemental
    Keywords: Combo-OK, Obvious
    Duration: Instant
    Prerequisite Charms: Dead Man's Grasp, Suppressed Aggression Release

    Whirling in dark strands of Essence, the deathknight is a dark and horrible wonder to behold as she leaps forwards to grasp her unsuspecting victim and takes the lead in a grotesque mockery of a dance that may very well be the last of the target's miserable life. Sudden Dance Macabre adds the unexpected quality to a grapple attempt made by the Abyssal unless the target pays one point of Willpower to resist the mesmerizing effect.
    6:51 pm
    Feisty Cadaver Reproach (Abyssal Charm)
    Cost: 3m; Mins: Martial Arts 4, Essence 2;
    Type: Reflexive (Step 9)
    Keywords: Combo-Basic, Counterattack
    Duration: Instant
    Prerequisite Charms: Dead Man's Grasp, Ravaging Blow

    Those who are reckless enough to go toe-to-toe with a brutally aggressive champion of the dead should not expect to be given any quarter as the Dark Messiah stylist fights as if she is already dead and has got nothing to lose. This Charm gives the deathknight a Martial Arts counterattack which is resolved in Step 9 of the initial attack's resolution.
    2:00 pm
    Kill the Lights Glance (Abyssal Charm)
    Cost: 2m; Mins: Stealth 3, Essence 1;
    Type: Reflexive
    Keywords: Avatar (1), Combo-OK, Obvious, Shaping
    Duration: Instant
    Prerequisite Charms: Shadow Cloak Technique

    If candles and torches have the nerve to conspire to illuminate an Abyssal's attempts at stealth, they will be shown no mercy.

    Half-closing her eyes as if blinded by the light surrounding her, the Abyssal spends two motes of Essence, instantly killing every non-magical light source in her vicinity. This Charm will not blot out the sun, veil the moon and the stars, or terminate magical light sources such as shining caste marks, but apart from that all light sources present in the scene are instantly snuffed out.
    12:28 pm
    Waiting for Dead Men's Shoes (Abyssal Charm)
    Cost: 2m, 1wp; Mins: Bureaucracy 2, Essence 2;
    Type: Simple (Speed 4)
    Keywords: Avatar (1), Combo-OK, Shaping, Touch
    Duration: Indefinite
    Prerequisite Charms: None

    Whether she takes an active part in bringing a given death about or simply arms herself with the patience only the dead or the undying can afford, a deathknight with this Charm may ensure her own status as a beneficiary.

    Briefly touching her target, the Abyssal pays one point of Willpower and commits two motes of Essence to this Charm, contenting herself that everything comes to those who wait. The instant the target dies, the deathknight’s player rolls (Manipulation + Bureaucracy), adding the Abyssal’s Essence in automatic successes, against the target’s MDV, naming herself the target’s legal heir and sole beneficiary. The target may resist this effect by spending four points of Willpower. If the attack on the target’s mind is successful, the Abyssal shapes her usurped status as legal heir and sole beneficiary to be the undeniable truth.

    The target will name the deathknight as his successor at his deathbed, any legal documents will point indisputably to the Abyssal as the target’s heir, the spirits decree the righteousness of the Abyssal’s claim, and, what is more important, though people may not like the Abyssal as a person, they accept that this is the way the target would have wanted it. Even if the Abyssal brings the target to an early death the common consensus will be that she gets to keep the possessions of the still-warm target whose blood stains her hands.

    For someone who would otherwise have been a rightful heir to prove that any inheritance falls to him rather than to the usurping deathknight, he must bring the matter to a recognized legal authority such as an imperial magistrate, a tribal shaman, a local city god, or the local daimyo, depending on the specific location and circumstances. Here the original heir, or someone representing him, may plead his case against the Abyssal’s by attempting to accumulate ten or more successes in an extended (Charisma + Bureaucracy) roll, which is resisted by the Abyssal using (Manipulation + Bureaucracy), adding her Essence as automatic successes. Whichever party fails to reach ten successes first is ruled by the court to have no righteous claim regarding the inheritance.

    If the Abyssal fails to take precautions, other rightful heirs may appear to try their claim at court.
    Monday, January 11th, 2010
    10:26 pm
    Cowards Die Many Times (Shadowlands Circle Spell)
    Cost: 15m
    Target: One living person

    There is a saying among the living that cowards die many times before their death, meaning that those who fear death will always feel its presence, while the brave will not know death until it comes to claim them. To a necromancer there is a second, more literal, truth to proverb.

    The necromancer targets a single living person within his line of sight who has failed to demonstrate his courage. In game terms, any target who has not spent a Valor channel during the scene is a viable target. Weaving yellow strands of Essence in the Sign of the Coward before her, the necromancer rolls (Intelligence + Occult) against a difficulty equal to the target's Valor, adding an automatic success for every Valor roll the target has suppressed or failed this scene.

    If the necromancer is succesful, the target's forehead is branded with the Sign of the Coward as a Shaping effect. The sign is usually invisible but any power that allows the user to see dematerialized spirits allows the user to see the sign as well. What is more, every time the target fails or suppresses a Valor roll, the Sign of the Coward flares with yellow Essence as a small part of the target's soul dies, causing him to lose one point of permanent Essence as a Crippling effect.

    The little death suffered by the cowardly target causes a strange plasmic entity (see Compass of Celestial Directions, Vol. IV-The Underworld page 147) to manifest at the corresponding point in the Underworld. The plasmic entity looks like the target and has the general personality of the target, though it manifests without any memories. The entity retains the target's Attributes and Abilities as well as his Compassion, Conviction, and Temperance, but it has Valor 1 and Essence 1 regardless of the target's original stats. Finally, its Motivation is to serve the necromancer, and it has an Intimacy towards staying out of harms way.
    Saturday, January 9th, 2010
    8:53 pm
    Blackguard Commissar (Abyssal Charm)
    Cost: 2m, 1 unit health level; Mins: War 1, Essence 2;
    Type: Reflexive
    Keywords: Combo-OK, Obvious, War
    Duration: Instant
    Prerequisite Charms: None

    Accustomed to leading fearless units of walking dead into battle, few deathknights will suffer mortal fear among their own troops. Keeping an eye out for the tell-tale signs of hesitation that show themselves immediately prior to panic and flight, the Abyssal acts promptly when she sees them. Summarily executing any hesitative person in her immediate presence, the Abyssal shows that there will be consequences for any individual with the audacity to disobey a direct order.

    Paying two motes of Essence and inflicting one unsoakable lethal health level on a unit she is part of, though not necessarily leading, the Abyssal cancels the effects of a failed Morale roll (see Exalted page 169).
    Friday, January 8th, 2010
    10:46 pm
    Breaking the Noble Spirit (Abyssal Charm)
    Cost: 8m, 1wp; Mins: Ride 5, Essence 4;
    Type: Simple (Speed 6)
    Keywords: Combo-Basic, Obvious, Servitude
    Duration: Until hold is broken
    Prerequisite Charms: Soul Reins, Unholy Mount Warding

    It matters little to an Abyssal whether the creature between her thighs is an old mule or a horse-shaped Lunar Exalt, a stubborn camel or the God of Elephants himself. If the Abyssal can ride it, she can break it. Straddling a living creature large enough to serve as a reasonable mount for a grown human, the Abyssal holds on tight and spurs the target to buck, provoking a struggle to assert her dominance over the creature.

    The Abyssal pays eight motes of Essence and a point of Willpower and initiates a sequence similar to a clinch (see Exalted page 157), except that the Abyssal's player rolls (Dexterity + Ride), adding her Essence in automatic successes, trying to get on top of the desired mount which may parry or dodge the attack normally. When renewing the clinch, the Abyssal rolls (Strength + Ride), adding her Essence in automatic successes, while the mount resists with its ([Strength or Dexterity] + Martial Arts).

    Should the mount win the resisted roll, it may break the hold. If the Abyssal comes out on top, she may choose between the crush and hold maneuvers. The crush works as in an ordinary clinch, while the hold maneuver comes with the additional benefit of draining the mount of one point of temporary Willpower.

    If the mount is reduced to its incapitated health level or reduced to zero temporary Willpower, the Abyssal has succesfully broken its spirit. The mount is put under a Servitude effect and must serve the deathknight for (Abyssal's Essence) weeks. To resist this unnatural mental influence for a scene the mount must pay one Willpower.

    While the mount is considered broken, the Abyssal may use all of her Ride Charms on it as if it was a regular undead mount. This Charm works equally well on all living mounts regardless of whether they are sentient or not.
    12:06 am
    Nailing the Coffin Shut (Abyssal Charm)
    Cost: Varies; Mins: Occult 3, Essence 3;
    Type: Simple (Speed 5)
    Keywords: Combo-Basic, Obvious, Shaping, Stackable, Touch
    Duration: Instant
    Prerequisite Charms: Spirit-Sensing Meditation

    Dead people who refuse to stay dead can be as big a bother to the Abyssal Exalted as to anyone else - and often more so. Nailing the the Coffin Shut was developed by one of the first Abyssals to go rogue in order to provide a series of ways to deal with the meddlesome dead. Upon learning this Charm an Abyssal gains one of the effects from the non-exclusive list below. Extra effects may be purchased at the cost of two experience or one bonus point each.

    Cutting the Cord: While touching a ghost, the Abyssal may spend (ghost's Essence) motes to use the destructive energy of Oblivion to erase a single point of Fetters. If Nailing the Coffin Shut causes the ghost to lose its final Fetter, it is unable to resist the pull of Lethe and immediately passes on. The Abyssals were never meant to use the power of the Neverborn to circumvent Oblivion, and causing a ghost to enter Lethe this way will give the offending deathknight a point of Resonance.

    Mortal Coil Desolation: Targeting a human-sized corpse and spending two motes of Essence, the Abyssal uses his necrotic energy to make the corpse insuitable for animation. Whether the corpse is instantly pulverized, burned in a sudden flare of ghostly fire, blown to pieces in an otherwise non-dangerous explosion, or simply reduced to a pool sludge depends on the deathknight in question, but the bottom line is that the corpse and all its component parts are rendered useless. If the corpse is currently possessed by a nemissary or similar creature, the possessing entity may reflexively spend (Abyssal's Essence) points of Willpower to avoid the corpse's destruction.

    Sealing the Entrance: Briefly touching a hungry ghost, the Abyssal spends (hungry ghost's Essence) motes and severs the tie between the hungry ghost and the corpse it belongs to. If the hungry ghost is subsequently brought below its Incapitated health level and forced into the Underworld, it will no longer be able to enter Creation by passing through its own corpse. Shadowlands will allow the hungry ghost passage as normal, though.
    Tuesday, January 5th, 2010
    10:41 am
    God-King Blaséity (Solar Charm)
    Cost: 1m; Mins: Integrity 3, Essence 1;
    Type: Reflexive (Step 2)
    Keywords: Combo-OK, Social
    Duration: Instant
    Prerequisite Charms: None

    It is the required of those who rule to be able to respond properly to the most absurd of statements at the oddest possible times. Paying one mote to activate this Charm, the Solar removes the unexpected quality of a Social attack. This allows the Lawgiver to use his Mental Defense Value as well as Charms against the attack.
    Sunday, January 3rd, 2010
    12:15 am
    Hollow Chest Procedure (Abyssal Charm)
    Cost: 20m, 1wp; Mins: Medicine 5, Essence 4;
    Type: Simple (Dramatic Action)
    Keywords: Combo-Basic, Crippling, Touch
    Duration: Instant
    Prerequisite Charms: Any Medicine Excellency, Pitiless Triage Judgment

    To kill an enemy one targets his vital organs, and to avoid being killed one protects one's own vital organs. It is indispensable knowledge to any soldier or armorer, but it is as a chirurgeon that an Abyssal knowing Hollow Chest Procedure brings this insight to use.

    In a ritual that lasts from sundown to sunrise the Abyssal performs the delicate procedure of opening the torso of the unconscious, still-living human target and carefully removing all of the vital organs within, meticulously imbuing each organ with her Essence as she prepares them for the subsequent embalmment. When the procedure ends the target is left virtually unkillable - and with a Y-shaped scar on his chest. Only the brain, which even the most cunning Abyssal chirurgeon is unable to remove without killing her patient, remains a liability for the target.

    To complete the procedure the Abyssal rolls (Intelligence + Medicine) at difficulty 5. On a failure, the target dies on the operating table as the result of a Crippling effect. On a botch the target survives, but he is inflicted with a permanent Crippling effect that causes a -5 internal penalty on all actions as the target is in constant pain and unable to fully control his body. Unfortunately for the target of a botched operation, suicide will prove very difficult.

    A target who survives the operation is henceforth considered a creature of death. Without vital organs in his body, the target is significantly harder to kill with conventional weapons. The target will no longer suffer from bleeding nor will he require breath except for talking. For a physical attack to bring the target below his Incapacitated health level and into his Dying health levels, it must specifically sever the head from the torso or destroy the brain. This is usually accomplished with a stunt.

    An alternative way of killing the target is to destroy one of the embalmed organs. It is not uncommon for this piece of information to slip the chirurgeon's mind when she explains the procedure to her patients: When creating an unkillable monster, it is only common sense to keep a kill-switch around as insurance.

    To destroy one of the magically embalmmed organs an aggressor, who may or not be the Abyssal chirurgeon, holds the organ in her hand and pays one mote of Essence. As the organ is destroyed in a flare of Essence any mortal target is immediately sent to his Dying health levels. If the target is an Exalt, his player gets to roll the target's (Stamina + Resistance), adding the target's Essence in automatic successes, in an opposed roll against the aggressor's (Intelligence + Medicine), adding the aggressor's Essence in automatic successes. This is a Crippling effect. If the target Exalt is successful, he may survive without the vital organ in question for (Essence) months, after which he will need a transplant.

    While a target without vital organs will not die from growing old, a mortal body still ages and, thus, wear and tear will eventually cause the bones and muscles to ache, just as a mortal brain will eventually give way to dementia. For Exalts who have undergone the Hollow Chest Procedure, this is not an issue.

    At Essence 5+ the Abyssal may perform the ritual on herself, paying a surcharge of one Willpower and a Conviction channel in order to stay conscious while performing the procedure.
    Saturday, January 2nd, 2010
    3:27 pm
    Ghost Writer (Abyssal Charm)
    Cost: 8m, 1wp; Mins: Linguistics 4, Essence 3;
    Type: Simple (Dramatic Action)
    Keywords: Combo-OK, Compulsion, Social
    Duration: Instant
    Prerequisite Charms: Insidious Undertone Trick

    Recently several works of texts prompting people to ancestor worship have been decried as being pseudepigrapha as they have been traced back to illiterate slaves and farmers claiming to have been in the throes of divine inspiration.

    The Abyssal chooses a target that she is able to perceive, whether through mundane means or with the aid of Awareness Charms such as Piercing Gaze of the Unmaker, and her player rolls (Manipulation + Linguistics + Essence) against the target's Dodge MDV, dictating her thoughts. If the target fails to resist the Abyssal's intrusion upon his mind, he will be affected by a Compulsion to put the Abyssal's words into writing. The target may pay three points of Willpower to resist this effect.
    Friday, January 1st, 2010
    11:52 pm
    Unfazed Death Mask (Abyssal Charm)
    Cost: 1m; Mins: Integrity 3, Essence 1;
    Type: Reflexive (Step 2)
    Keywords: Combo-OK, Mirror (God-King Blaséity), Social
    Duration: Instant
    Prerequisite Charms: None

    Nothing baffles those who have stared into the Void and felt it stare back. Paying one mote to activate this Charm, the Abyssal removes the unexpected quality of a Social attack. This allows the deathknight to use his Mental Defense Value as well as Charms against the attack.
    Saturday, December 26th, 2009
    12:05 pm
    Cadaver Connoisseur (Abyssal Charm)
    Cost: 2m per ten corpses; Mins: Medicine 2, Essence 1;
    Type: Simple (Dramatic Action)
    Keywords: Combo-OK, Touch
    Duration: Instant
    Prerequisite Charms: Pitiless Triage Judgment

    Zombies are a useful tool for a clever Abyssal, but occasionally employing massive hordes of shambling cadavers will prove counterproductive. If one has to rely on the effectiveness of only a few zombies, these zombies would better be the absolute pick of the crop. Carefully perusing a collection of dead bodies, an Abyssal chooses the specimens best suited to be raised as zombies.

    The Abyssal inspects a number of dead bodies numbering no greater than (Abyssal’s Essence x 10) and rolls (Intelligence + Medicine) at difficulty 2. Every threshold success, up to ten, scored on this roll represents one good corpse in every batch of ten.

    If raised as the walking dead, the bodies that make it through the deathknight’s scrutinizing quality will have Strength and Dexterity rated one dot higher than standard zombies (see Exalted page 314). Should the Abyssal botch the (Intelligence + Medicine) roll, every corpse in her batch will be raised with Strength and Dexterity rated two dots lower than standard zombies.
    Monday, December 21st, 2009
    9:48 pm
    Pernicious Tapestry-Ripping Gash (Abyssal Charm)
    Cost: 15m, 1wp; Mins: Melee 5, Essence 4;
    Type: Simple
    Keywords: Avatar (1), Combo-Basic, Obvious, Spectral
    Duration: Instant
    Prerequisite Charms: Time-Scything Technique

    Without actually trying to hit anyone, the Abyssal instead whirls her shadow-coated weapon in single rapid whirl of visual poetry, cutting not just the air but reality itself.

    To activate Pernicious Tapestry-Ripping Gash the Abyssal makes a Melee-based attack, rolling her (Dexterity + Melee + appropriate specialties) as normal. For this roll, and this roll only, assume that reality has Dodge DV 5. Characters within (Dexterity) yards of the Abyssal retain the option of placing their weapons in the path of the Abyssal’s and may apply their Parry DV using a Defend Other action (see Glories of the Most High: Luna page 22). If the deathknight succeeds she cuts a hole in the Tapestry of Fate and opens a sucking rift directly into the Labyrinth itself.

    Anyone caught within (Abyssal’s Essence) yards of the rift will feel the otherworldly suction and must subsequently dedicate one miscellaneous action every time they act to avoid being pulled in, rolling ([Dexterity or Strength] + Athletics) at a difficulty equal to the Abyssal’s Essence, necessitating characters in the area of effect to make flurries if they want to take other actions than resisting the pull. Immaterial entities such as non-manifested ghosts suffer a -2 internal penalty on the roll to avoid being pulled into the rift. Anyone failing this roll is pulled off their feet and sucked directly into the Labyrinth.

    The rift will remain open for (Abyssal’s Essence + threshold successes) ticks as the Pattern Spiders scurry to mend the damage on the Tapestry.
    9:41 am
    Unsung Hero Acerbity (Abyssal Charm)
    Cost: 5m, 1wp; Mins: Socialize 4, Essence 3;
    Type: Reflexive (Step 10)
    Keywords: Combo-OK, Emotion, Illusion
    Duration: Instant
    Prerequisite Charms: Hate-Sowing Bitterness

    Taking hits meant for others is a sure path to resentment, bitterness, anger, and even hate. Abyssals using this Charm like to think that they are not actually imposing any new emotions on their target as much as they are simply amplifying feelings already present.

    When a target's use of the Defend Other action (see Glories of the Most High: Luna page 22) results in him being hit by the Abyssal, the deathknight may reflexively spend five motes of Essence and a point of Willpower to activate Acerbity of the Unsung Hero. She rolls (Manipulation + Socialize), adding her Essence in automatic successes, as an unexpected attack against the target's Dodge MDV. If the roll is succesful, an Illusion effect is created in the target's mind causing him to see the ward, the Abyssal, and everyone else present in the scene laughing mockingly at his attempted heroics. The target must spend two points of Willpower to negate this effect or otherwise immediately gain a negative Intimacy towards his ward.
    Sunday, December 20th, 2009
    7:52 pm
    Follow the Blood Money Intuition (Abyssal Charm)
    Cost: - (1wp); Mins: Investigation 4, Essence 3;
    Type: Permanent
    Keywords: Avatar (2)
    Duration: Permanent
    Prerequisite Charms: Crime-Unveiling Wickedness, Spider in Society’s Net

    Just as there are no victimless crimes, there will always be someone cashing in on a given crime. An Abyssal with this Charm understands the intricateness of society and the darkness of the human heart, and by listening to the whispers of the Neverborn she easily deducts the identity of the people who benefited the most from a given crime.

    Follow the Blood Money Intuition augments Crime-Unveiling Wickedness. When activating that Charm, the Abyssal may reflexively spend a point of Willpower to learn who is the greatest beneficiary of the harm she is investigating. For every success scored on the enhanced Investigation roll, the Abyssal gains intuitive knowledge of the identity of a single beneficiary as well as knowledge of how and why that person benefitted from the crime. If the deathknight scores several successes, she will know the relative order of the beneficiaries from greatest to least.

    This Charm does not account for the randomness of wanton violence, and the wise deathknight realizes that the prime beneficiary of a given crime is not always the culprit.
    Saturday, December 19th, 2009
    4:21 am
    Pervasive Gargoyle Glare (Abyssal Charm)
    Cost: - (8m); Mins: Awareness 6, Essence 6;
    Type: Permanent
    Keywords: Avatar (5), Spectral
    Duration: One scene
    Prerequisite Charms: Ominous Portent Method, Piercing Gaze of the Unmaker

    Nothing happens in the Underworld that goes unnoticed by the Neverborn. The realms of the dead are products of their dreams, and even in their deathless sleep the Neverborn are watchful of everything going on. Pervasive Gargoyle Glare allows an Abyssal to experience a hint of the same omnipresent awareness.

    A deathknight with Pervasive Gargoyle Glare may formulate trigger conditions under which the Charm will activate itself. When setting the trigger conditions, the Abyssal targets either an individual, who must be a creature of death or otherwise have at least one dot of Whispers, or a location, which must be in the realms of the dead, and formulates a condition such as "When the Maiden of the Mirthless Smile unsheathes a weapon" or "When a human being enters the Black Chase". The Abyssal may add and remove trigger conditions at will, but Pervasive Gargoyle Glare may have no more than (Abyssal's Essence) trigger conditions.

    When one of the Charm's set trigger conditions is met, Pervasive Gargoyle Glare invokes itself, provided of course that the Abyssal is able to pay the activation cost of eight motes. Note that if the targeted individual is currently outside the realms of the dead, the Abyssal must pay the Spectral surcharge regardless of her own location.

    Upon activation the Abyssal is immediately able to see his targeted individual or location, unobstructed by darkness or intervening objects, unless they are properly warded. This effect lasts for a scene. As with Piercing Gaze of the Unmaker, any targets may make a reflexive (Perception + Occult) roll at difficulty 5 to gain a vague and ominous feeling of being watched by a baleful power.
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