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  • Abyssal Assassin QC Request

    Hello,

    In an upcoming session, my players are likely to facing off against Typhon, The Mask of Winters representative to the Confederation of Rivers. Does anyone have an Abyssal assassin quick character that I could use as the basis for him? It doesn't need to be a perfect fit, I'm just looking for a starting point for a Day Caste abyssal.

    Thank you

    P.S. Here are two 2nd circle demons I've converted for Ex3: Zsofika, Berengier


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  • #2
    Here's a stab (no pun intended!) at one:

    Abyssal Assassin

    Essence: 3; Willpower: 6; Join Battle: 10 dice (+7 for 7m)
    Personal Motes: 19; Peripheral Motes: 47
    Health Levels: -0/-1x3/-2x4/-4/Incap.
    Actions: Feats of Strength: 5 dice (+5 for 5m, may attempt Strength 1 feats); Stealth: 11 dice (+10 for 10m); Senses: 8 dice (+7 for 7m); Sowing discord and suspicion: 7 dice (+7 for 7m).
    Appearance 3, Resolve 4 (+3 for 6m), Guile 4 (+3 for 6m)

    Combat
    Attack (Slashing sword): 8 dice (+7 for 7m; Damage 12)
    Attack (Throwing knives): 9 dice at short range (+7 for 7m; Damage 10)
    Combat Movement: 8 dice (+7 for 7m)
    Evasion 4 (+3 for 6m), Parry 4 (+3 for 6m) (or 6 with Lightning Clutch of the Raptor, +3 for 6m)
    Soak/Hardness: 8/5 (Soulsteel chain shirt) (3/0 without armor)

    Ravenous Swarm Attire (Artifact ***)
    This soulsteel chain shirt's appearance can change to match any set of clothing that covers most of the body, though it's limited to clothing of fairly innocuous type: nothing above Resources 3, and nothing that counts as exceptional equipment. No matter what form it takes, however, it provides its full benefit to the wearer's defenses. Additionally, the armor can be transformed into a swarm of vermin, that gnaw and bite anyone within range of the wearer.

    Offensive Charms

    Atrocity Without Witness (3m; Reflexive; Instant; Decisive-Only): After making a decisive attack that inflicts at least 3 HLs of damage, or any decisive attack that incapacitates a character, make an immediate reflexive attempt to establish stealth.

    Improvised Assassin's Trick (1m; Reflexive; Instant; Dual): Pick up any small object and attack with it as if it were a throwing knife (same stats as above).

    Defensive Charms

    Flickering Wisp Technique (2m, 2i; Reflexive, Instant): After successfully dodging, activate this charm to move a single range band, ignoring difficult terrain, barriers, etc.

    Lightning Clutch of the Raptor (3m; Reflexive, Instant): Parry a ranged attack using Thrown instead of Melee and adding Essence. If successful, physical weapon ends in hand. If it is a thrown weapon, pay an extra 4m to make an immediate withering attack with it, which doesn't count as the assassin's attack for the turn.

    Evocations

    Ravenous Vermin Release (3m, 1wp; Simple; One Scene): The Ravenous Swarm Attire melts and dissolves into a horde of vermin (rats, stinging insects, etc.). The assassin no longer gains the benefit of the armor, but an environmental hazard (difficulty 3, 5B/round) surrounds them out to short range and moves with them, automatically affecting everyone within range. Normal attacks are ineffective against the swarm, but area attacks large enough to affect the whole swarm may disrupt it, if it inflicts at least 3 HLs. If the swarm is disrupted, the armor reforms on the wearer, but provides no soak bonus and is effectively un-attuned (though it is not heavy enough to encumber them) until a day passes.




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    • #3
      Thank you so much! This will be a great help for a week where I didn't have my usual prep time.

      I especially like him having the dice pool "Sowing discord and suspicion"; very evocative. I may give him a few more tricks, and I'll post those as an update if I do, and let you know how he fares.


      Check out my RPG podcast: The Story Told
      Follow my ongoing Exalted Campaign: The Fall of Jiara
      Check out my Community Content: https://www.drivethrurpg.com/browse....hazz%20Kellner

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      • #4
        Me, i might simply use the assassin/spymaster mortal QC with a smattering of charms stolen from either Wandering Deathknight, Liminal Ghost-Hunter and maybe some ghostly tricks baked in for extras. but Kelly's sample is pretty fine too i guess.
        Last edited by Baaldam; 07-23-2018, 01:04 AM.

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        • #5
          Originally posted by ElfSpeaker View Post
          Thank you so much! This will be a great help for a week where I didn't have my usual prep time.
          No problem, glad it's useful!

          Originally posted by ElfSpeaker
          I especially like him having the dice pool "Sowing discord and suspicion"; very evocative.
          Happy you like that. :-) I do like adding little things like that to QCs - the loose format lends itself, I think, to putting in little character-defining details like that.

          Originally posted by ElfSpeaker
          I may give him a few more tricks, and I'll post those as an update if I do, and let you know how he fares.
          I look forward to it! I sort of built this as halfway between a "generic" Day Caste, and Typhon as written up in 2e's Scroll of Exalts. That's where I got the artifact from, basically. But I gave him more Stealth and Throwing than 2e Typhon had, since I figured those were a bit more "assassin".


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          • #6
            I added some more powers on top of your starting point. They're mostly renamed Solar Charms rewritten for QC reference with Abyssal charm names. I also considered him potentially a Dodge supernal character so I went deep into the Dodge tree, with an Abyssal twist. Anyway, here's what I came up with:
            Day Cast Abyssal
            Essence: 3; Willpower: 6; Join Battle: 10 dice (+7 for 7m)

            Personal Motes: 19; Periferal Motes: 47

            Health Levels: -0/-1x3/-2x4/-4/Incap.

            Attributes: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 5, Appearance 4, Intelligence 2, Perception 3, Wits 4
            Actions:
            • Feats of Strength: 5 dice (+5 for 5m, may attempt Strength 1 feats);
            • Stealth: 11 dice (+10 for 10m);
            • Senses: 8 dice (+7 for 7m);
            • Sowing discord and suspicion: 7 dice (+7 for 7m).

            Appearance 4, Resolve 4 (+3 for 6m), Guile 5 (+4 for 8m)

            Combat
            Attack (Slashing sword): 8 dice (+7 for 7m; Damage 12)
            Attack (Throwing knives): 9 dice at short range (+7 for 7m; Damage 10)
            Combat Movement: 8 dice (+7 for 7m)
            Evasion 5 (+4 for 8m), Parry 4 (+3 for 6m) (or 6 with Lightning Clutch of the Raptor, +3 for 6m)
            Soak/Hardness: 8/5 (Soulsteel chain shirt) (3/0 without armor)



            Example Intimacies
            • Defining Principle: I am the calm at the eye of the storm.
            • Major Principle: Position others to do the hard work for you.
            • Major Tie: The Confederation Assembly (veiled contempt)
            • Major Tie: The Mask of Winters (tacit loyalty)
            Merits

            Ravenous Swarm Attire (Artifact ***)
            This soulsteel chain shirt's appearance can change to match any set of clothing that covers most of the body, though it's limited to clothing of fairly innocuous type: nothing above Resources 3, and nothing that counts as exceptional equipment. No matter what form it takes, however, it provides its full benefit to the wearer's defenses. Additionally, the armor can be transformed into a swarm of vermin, that gnaw and bite anyone within range of the wearer.


            Offensive Charms
            • Artful Maiming Onslaught (2m, 2i; Supplemental; Instant; Decisive-only, Stackable): If successful, the attack leaves a painful scarring wound that inflicts a cumulative -1 penalty for the rest of the scene. (Scars left on players’ characters look cool rather than disfiguring, unless the player desires otherwise.)
            • Savage Shade Style (2m; Supplemental; Instant; Dual): Double extra successes on a withering attack against a crashed opponent or double 10s on a decisive damage roll.
            • Atrocity Without Witness (3m; Reflexive; Instant; Decisive-Only): After making a decisive attack that inflicts at least 3 HLs of damage, or any decisive attack that incapacitates a character, make an immediate reflexive attempt to establish stealth.
            • Improvised Assassin's Trick (1m; Reflexive; Instant; Dual): Pick up any small object and attack with it as if it were a throwing knife (same stats as above).
            Defensive Charms
            • Flitting Shadow Form (2m; Reflexive; Instant) Remove any penalties to Evasion.
            • Flickering Wisp Technique (2m, 2i; Reflexive, Instant): After successfully dodging, activate this charm to move a single range band, ignoring difficult terrain, barriers, etc.
            • Ghostly Body Defense (4m, 1wp; Reflexive, Instant) Dodge any attack without contest once per scene. Until you are hit, each opponent whose attack you successfully doge looses 1 initiative. Reset by using...
            • Dead Bows Bend (2i per 1 Evation; Reflexive; Instant; Perilous) Spend 2 initiative to gain 1 Evasion. Successful doge restores 1 mote.
            • Foe Shaming Defense (4m, 1wp; Reflexive; Instant) Counterattack with Dexterity + Dodge to get a free Gambit to Disarm (3), Wrack (5), or Knock Down (4).
            • Lightning Clutch of the Raptor (3m; Reflexive, Instant): Parry a ranged attack using Thrown instead of Melee and adding Essence. If successful, physical weapon ends in hand. If it is a thrown weapon, pay an extra 4m to make an immediate withering attack with it, which doesn't count as the assassin's attack for the turn.
            • Evocation: Ravenous Vermin Release (3m, 1wp; Simple; One Scene): The Ravenous Swarm Attire melts and dissolves into a horde of vermin (rats, stinging insects, etc.). The assassin no longer gains the benefit of the armor, but an environmental hazard (difficulty 3, 5B/round) surrounds them out to short range and moves with them, automatically affecting everyone within range. Normal attacks are ineffective against the swarm, but area attacks large enough to affect the whole swarm may disrupt it, if it inflicts at least 3 HLs. If the swarm is disrupted, the armor reforms on the wearer, but provides no soak bonus and is effectively un-attuned (though it is not heavy enough to encumber them) until a day passes.
            Miscellaneous Charms
            • Cancerous Descent Technique (3m; Supplemental; Instant; Presence 3, Essence 1) Supplements a persuade or instill action; grants 1 automatic success and one non-Charm die for every two points the target's Resolve is boosted by any means (max 3).
            • Corpse Stillness (1m, 1wp; Reflexive; Instant; Stealth 2, Essence 1) Keep dice with 10s and reroll all other dice for any Stealth based action. At Stealth 5, succeeding at a stealth attempt with this Charm awards one point of temporary Willpower.
            • Morbid Fascination Style (6m; Simple; One Scene) Characters must pay a point of Willpower to speak against or attack Typhon while this charms is active.



            Check out my RPG podcast: The Story Told
            Follow my ongoing Exalted Campaign: The Fall of Jiara
            Check out my Community Content: https://www.drivethrurpg.com/browse....hazz%20Kellner

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