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01 draw upon the power of death to bolster their actions. This Charm is explicitly allows to be combo’ed with Charms from other abilities. Death’s Might Cost: 15 Motes, 1 willpower, 1 Health Level Duration: One Scene Type: Simple Minimum Endurance: 5 Minimum Essence: 3 Prerequisite Charm: Furry of Death Description: For the rest of the Scene the Exalted reverses their wounded penalties into bonuses as they literally draw upon the power of death to bolster their actions. Death Essence Gathering Technique Cost: 1 Mote Duration: Instant Type: Reflexive Minimum Endurance: 3 Minimum Essence: 1 Prerequisite Charm: None Description: Whenever a mortal creature dies within 50 x Essence yards of the Exalted, they may activate this Charm. They roll Stamina + Endurance, for each success they gain one mote of essence, to a maximum of the Abyssal Exalted Charms ENDURANCE Nerve Chilling Attitude Cost: 5 Motes Duration: One Scene Type: Simple Minimum Endurance: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Abyssal Exalted reduces their dice pool penalties, for being wounded or fatigued by their Essence while under the effects of the Charm. Fury of Death Cost: 10 Motes, 1 willpower Duration: One Turn Type: Simple Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charm: Nerve Chilling Attitude Description: For the space of a single turn the Exalted reverses their wounded penalties into bonuses as they literally

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draw upon the power of death to bolster their actions. This Charm is explicitly allows to be combo’ed with Charms from other abilities.

Death’s Might Cost: 15 Motes, 1 willpower, 1 Health Level Duration: One Scene Type: Simple Minimum Endurance: 5 Minimum Essence: 3 Prerequisite Charm: Furry of Death Description: For the rest of the Scene the Exalted reverses their wounded penalties into bonuses as they literally draw upon the power of death to bolster their actions.

Death Essence Gathering Technique Cost: 1 Mote Duration: Instant Type: Reflexive Minimum Endurance: 3 Minimum Essence: 1 Prerequisite Charm: None Description: Whenever a mortal creature dies within 50 x Essence yards of the Exalted, they may activate this Charm. They roll Stamina + Endurance, for each success they gain one mote of essence, to a maximum of the

Abyssal Exalted Charms ENDURANCE

Nerve Chilling Attitude Cost: 5 Motes Duration: One Scene Type: Simple Minimum Endurance: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Abyssal Exalted reduces their dice pool penalties, for being wounded or fatigued by their Essence while under the effects of the Charm.

Fury of Death Cost: 10 Motes, 1 willpower Duration: One Turn Type: Simple Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charm: Nerve Chilling Attitude Description: For the space of a single turn the Exalted reverses their wounded penalties into bonuses as they literally

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Endurance

Ox-Body Technique

Nerve Chilling Attitude

Fury of Death

Death’s Might

Death Essence Gathering Technique

Will Stealing Attack

Drawing Upon the Well of Souls

Gorging the Souls Will

Font of Death

Starvation Causing Method

Sleepless Nights of the Dead

Stillness of Death

Endless Sleep of Death

Stillness of Breath

Life After Death Method

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Minimum Endurance: 5 Minimum Essence: 5 Prerequisite Charm: Drawing Upon the Well of Souls Description: This Charm relies upon great death nearby, there must be a number of people dying in the round that it is invoked, within Essence x 100 yards of the Exalted, equal to their current peripheral essence pool. If this requirement is meet, when the charm is invoked, the Exalted rolls essence, each success adds a mote of essence to their pool. This Charm’s power relies on the fact that it can be used even while under the effects of Drawing upon the Well of Souls.

Font of Death Cost: 10 Motes, 1 Willpower Duration: One Scene Type: Simple Minimum Endurance: 5 Minimum Essence: 6 Prerequisite Charm: Gorging the Soul’s Will Description: For the rest of the scene the Death Knight feeds off all the death near them, everything a mortal dies within Essence x 100 yards of the deathknight it is recorded on a track. When the track reaches a number equal to the current peripheral essence pool of the Death Knight, it is erased back to 0 and the Death Knight gains 1 mote of peripheral essence, even if they are above their current normal max.

Starvation Causing Method Cost: 1 Mote Duration: instant Type: Simple Minimum Endurance: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This rather Ghoulish Charm allows the Death Knight to steal sustenance from mortals. They simply need choose their target (who must be within essence x 20 yards) and enact this charm and they Deathknight is considered to have eaten a full measure of food for that day, while the mortal is less that amount if nutrition and deathly hungry right away. Repeated use of this charm can easily kill a mortal.

creatures original Health levels, by feeding of the soul’s passage to the underworld.

Will Stealing Attack Cost: 3 motes Duration: Instant Type: Reflexive Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charm: Death Essence Gathering Technique Description: When the Exalted strikes the killing blow on a creature, they may roll that creatures Essence in dice, each success gives the Exalted back 1 temporary willpower to a maximum of the permanent willpower. This Charm is explicitly allowed to be combo’ed with Charms from other abilities.

Drawing upon the Well of Souls Cost: 20 Motes, 2 Willpower, 1 Health Level Duration: Instant Type: Simple Minimum Endurance: 5 Minimum Essence: 4 Prerequisite Charm: Will Stealing Attack, Death’s Might Description: This Charm relies upon a great deal of death being nearby, either the characters retainers and attendants slaying a number of mortals within essence x 100 yards of the character. Or a great battle wherein the required number are dying within that range. They must all be slain in the same round. The Exalted rolls Endurance + Stamina. For each success they are able to absorb 1 of the deaths. Each death causes them to gain a mote of essence even over and above their normal maximum. The Charm persists until the characters peripheral Essence pool, is spent down below its normal max. The characters peripheral Essence Pool does not regenerate until the Charm ends and nor can any charm increases the characters Essence total unless it explicitly says so.

Gorging the Soul’s Will Cost: 1 Mote, 1 Willpower Duration: One Turn Type: Simple

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heartbeat.)

Stillness of Breath Cost: 5 motes Duration: One Scene Type: Simple Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charm: Stillness of Death Description: The Abyssal Exalted need not breath for the duration of the charm.

Life After Death Method Cost: 20+ motes, 2 Willpower, Remaining Health Levels Duration: Varies Type: Reflexive Minimum Endurance: 7 Minimum Essence: 7 Prerequisite Charms: Stillness of Breath, Endless Sleep of Death, Starvation Causing Method This charm allows a truly powerful Abyssal Exalted to retain their grasp upon their Soul-Shard even after death. Once enacted this charm functions for one day for every 5 motes spent to activate it beyond the first 15. In this state the character is treated as a Hungry Ghost, but they retain their own essence score and essence pools, and any and all other stats that are superior to those of a Hungry Ghost, they are literally an exalted ghost. They cannot however enact this charm after death, however long in the past the Deathlords found something else to do in the days allotted them by this charm…

PERFORMANCE

Howl Cost: 3 Motes Duration: Instant Type: Simple Minimum Performance: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The abyssal Exalted unleashes a blood-curdling howl, and rolls Performance + Charisma. Any how listen,

Sleepless Nights of the Dead Cost: 5 Motes Duration: One Night Type: Simple Minimum Endurance: 3 Minimum Essence: 2 Prerequisite Charm: None Description: This charm allows the Abyssal Exalted to draw into themselves the sleepless nature of the undead they command, allowing them to go for one night without the need for sleep. Repeated use of this charm begins to have its wear however, if used concurrently for a number of days equal to the Stamina + Endurance score of the Abyssal they gain a -1 penalty on all their dice pools as the lethargy of the dead begins to set it. This penalty continues to accumulate in the same number of days each time.

Endless Sleep of Death Cost: 2 Motes per day Duration: Varies Type: Simple Minimum Endurance: 4 Minimum Essence: 2 Prerequisite Charm: Sleepless Nights of the Dead Description: The Abyssal Exalted places themself in stasis. The must pay the entire cost of this charm up front. One enacted they loose all consciousness of the world around them. Only direct damage or the charms duration ending will awaken them. While in stasis they appear completely dead, and need not eat, drink or breath. They do not even age while under the effects of this charm.

Stillness of Death Cost: 1 Mote Duration: Until Ended Type: Simple Minimum Endurance: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Abyssal Exalted freezes in place like a corpse, until this charm ends, they may remain absolutely completely still, even their breathing is not visible. (Though physical examination can find it and a

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Minimum Performance: 3 Minimum Essence: 2 Prerequisite Charm: Lullaby of the Dead Description: The abyssal Exalted unleashes a blood-curdling battle-cry, and rolls Performance + Charisma. Any how listen, whose essence is lower then the number of successes scored on the roll, must roll valor or immediately flee.

Grim Ward Cost: 10 Motes, 1 willpower, 1 experience point Duration: As long as maintained Type: Simple Minimum Performance: 5 Minimum Essence: 3 Prerequisite Charm: Terrorize Description: The character beings to sing, and their song echo’s around the area they are in as long as they maintain the Charm. The echo’s act as the Terrorize Charm, being used each and every round as long as they

whose willpower is lower then the number of successes scored on the roll, lose a point of Valor until the end of the scene. Valor can be reduced to 1 at minimum.

Lullaby of the Dead Cost: 5 Motes Duration: Instant Type: Simple Minimum Performance: 3 Minimum Essence: 2 Prerequisite Charm: Howl Description: The abyssal Exalted sings a blood-curdling song, and rolls Performance + Charisma. Any how listen, whose essence is lower then the number of successes scored on the roll, suffer a dice pool penalty of 2 to all actions

Terrorize Cost: 5 Motes,1 willpower Duration: Instant Type: Simple

Performance

Howl Dirge

Lullaby of the Dead

Terrorize

Grim Ward

Life Sundering Word

Soul Shattering Song

March of Power

Requiem of the Spirit

Symphony of Theft

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soak damage equal to the essence score of the abyssal using only their stamina and soak increasing charms. Supernatural creatures however do not take damage instead each dice of final damage they would have taken they loose a mote of essence, of every two motes of essence lost total to the performance, the abyssal regains one to their normal maximum.

Life Sundering Word Cost: 10 Motes, 1 willpower Duration: Instant Type: Simple Minimum Performance: 5 Minimum Essence: 4 Prerequisite Charm: Dirge Description: The Abyssal exalted focuses all the necromantic power of Dirge into a single word, spoken to a single foe. It causes 6 + Essence dice of lethal damage that can only be soaked with stamina and soak increasing charms.

Soul Shattering Song Cost: 15 Motes, 2 willpower Duration: One Scene Type: Simple Minimum Performance: 5 Minimum Essence: 5 Prerequisite Charm: Life Sundering Word Description: The Abyssal Exalted unleashes a deadly song that shatters the souls of any mortal that listens. Anyone with essence 1 who hears the song, and has less willpower than the Abyssal’s permanent essence score is instantly slain and their soul shattered. Anyone whose willpower is greater than the Abyssal’s essence score must roll willpower, each failure is a point of permanent willpower lost. Anyone whose soul is shattered, never rises as a ghost of any type, nor can they be contacted, nor do they reach the lands of the dead. Their memories are scattered across the area of the charms effect.

PRESENCE

Wake the Dead Cost: 10 Motes Duration: Instant

persist.

Dirge See Exalted Storytellers Guide.

March of Power Cost: 6 Motes, 1 Willpower Duration: One Turn Type: Simple Minimum Performance: 3 Minimum Essence: 3 Prerequisite Charm: Dirge Description: The Abyssal Exalted sings a droning song that saps the energy of all who listen. Anyone who listens must soak damage equal to the successes on a Charisma + Performance roll as if it were damage using only their stamina and soak increasing charms. Supernatural creatures however do not take damage instead each dice of final damage they would have taken they loose a mote of essence.

Requiem of the Spirit Cost: 8 Motes, 1 Willpower Duration: One Turn Type: Simple Minimum Performance: 4 Minimum Essence: 3 Prerequisite Charm: March of Power Description: The Abyssal sings a song, painful to hear. Any who listen must soak damage equal to the essence score of the abyssal using only their stamina and soak increasing charms. Supernatural creatures however do not take damage instead each level of final damage they would have taken they loose a point of temporary willpower.

Symphony of Theft Cost: 9 Motes, 1 Willpower Duration: One Turn Type: Simple Minimum Performance: 5 Minimum Essence: 3 Prerequisite Charm: March of Power Description: The Abyssal Exalted sings a droning song that saps the energy of all who listen. Anyone who listens must

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troops for less essence. It allows the Exalt to simultaneously raise an number of Walking Dead equal to their Essence score x Presence

Calling the Army of the Fallen. Cost: 5+ Motes, 1 Willpower, 1 Health Level Duration: One Scene Type: Simple Minimum Presence: 5 Minimum Essence: 6 Prerequisite Charm: Mustering the Fallen Banner. Description: This Charm allows the Death Knight to spread their power across a large area such as a battle field. The effect extends in a radius of 100 yards per point of permanent essence the Deathknight possesses. When the charm is invoked the character chooses how much essence to invest. Each mote beyond the first 5 animates a number of bodys equal to the essence score of the Death Knight in the area of effect into one of the walking dead instantly. The effect persists for the rest of the scene and immediately animates the dead

Type: Simple Minimum Presence: 4 Minimum Essence: 3 Prerequisite Charm: Summon Skeleton Description: This Charm duplicates the ability of Midnight Caste to raise the dead with a touch, and functions almost exactly like that ability, except as listed above.

Mustering the Fallen Banner Cost: 10 motes, 1 willpower Duration: Instant Type: Simple Minimum Presence: 5 Minimum Essence: 4 Caste: Midnight Prerequisite Charm: Wake the Dead Description: This Charm can only be used in a Shadowland and only by members of the midnight caste. It allows the Exalted to connect their anima with the ambient energies of the Shadowland in order to animate more

Presence

Summon Skeleton

Wake the Dead Mustering the Fallen Banner

Calling the Army of the Fallen

Call Hungry Ghost

Call War Ghost

Call Nemissary Awaken the Recently Slain

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Type: Supplemental Minimum Presence: 5 Minimum Essence: 4 Prerequisite Charm: Call Nemissary Description: This Charm can only be used on a recently dead corpse. It does not work on the corpse of a slain Exalted, as their god protects them from such abuses. It Reaves the shroud long enough to allow a Nemissary through, to enter the corpse. The Charm ends, when the character releases the Nemissary or when the body the inhabit is destroyed. The body retains full use of its normal abilities or the Nemissary’s whichever is higher. While this charm is in effect the Nemessary cannot vacate the body.

RESTISTANCE

Unyielding Flesh of the Corpse Cost: 2 Motes Duration: Instant Type: Reflexive Minimum Resistance: 2 Minimum Essence: 1 Prerequisite Charm: None Description: This charm reflexively siphons the energy out of an attack the Exalted was not aware of. The character removes their resistance from the attack’s base bashing damage, before soak in applied. This cannot reduce attacks damage to less then the attacker’s essence rating; however the attack can be soaked down to zero afterwards.

Tenacious Obsidian Skin Cost: 4 Motes Duration: Instant Type: Reflexive Minimum Resistance: 3 Minimum Essence: 2 Prerequisite Charm: Unyielding Flesh of the Corpse Description: This charm reflexively siphons the energy out of an attack the Exalted was not aware of. The character removes their resistance from the attack’s base lethal damage, before soak in applied. This cannot reduce attacks damage to less then the attacker’s essence

as soon as the bodies become available often turning a fallen ally directly against his own people, this charm can be devastating when used in battle.

Call Hungry Ghost Cost: 15 Motes , 1 willpower Duration: Instant Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charm: Wake the Dead Description: This Charm can only be used within a shadowland. It allows the Exalted to call forth a hungry ghost from the corpse of a fallen mortal. Once summoned the ghost remains in the Exalted service, until it is destroyed.

Call War Ghost Cost: 20 Motes , 1 willpower Duration: Instant Type: Simple Minimum Presence: 5 Minimum Essence: 3 Prerequisite Charm: Call Hungry Ghost Description: This Charm can only be used within a shadowland. It allows the Exalted to call forth a war ghost from the corpse of a fallen mortal. Once summoned the ghost remains in the Exalted service, until it is destroyed.

Call Nemissary Cost: 3 Motes , 1 willpower Duration: Until discontinued Type: Simple Minimum Presence: 5 Minimum Essence: 4 Prerequisite Charm: Call War Ghost Description: This Charm can only be used within a shadowland. It allows the Exalted to call forth a Nemissary from the lands of the dead. Once summoned the Nessisary remains in the Exalted service, until they no longer commit the essence.

Awaken the Recently Slain Cost: 4 Motes , 1 willpower Duration: Until Ended

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Chill of Bone Cost: 5 Motes Duration: One Scene Type: Simple Minimum Resistance: 3 Minimum Essence: 2 Prerequisite Charm: Bone Armor Description: This Charm summons forth a cold blue field of energy… or perhaps anti-energy, that reduces the damage of incoming attacks, by 5, to a minimum of the attackers Essence. This Charm is not compatible with the usage of armor.

Armor of Darkness Cost: 10 Motes, 1 willpower Duration: One Scene

rating; however the attack can be soaked down to zero afterwards.

Bone Armor Cost: 3 Motes Duration: One Scene Type: Simple Minimum Resistance: 2 Minimum Essence: 1 Prerequisite Charm: None Description: This Charm summons forth a shroud of bones, that clings to the Exalted’s body, protecting him from harm. As long as the Charm persists the bone armor adds 3 to the Lethal and Bashing soak of the character, it does not impair the character in any way. This Charm is not compatible with the usage of armor.

Resistance

Unyielding Flesh of the Corpse

Tenacious Obsidian Skin

Bone Armor

Chill of Bone

Armor of Darkness

Contagion Banishing Attitude

Frigid Banishment

Dead men don’t Drink

Body of Ice Mediation

Absolute Zero Defense

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Prerequisite Charm: Body of Ice Meditation Description: For the rest of the scene the Abyssal Exalted can as a reflexive action spend 5 motes and totally drain the energy from a single attack. It reduces the final damage of the attack to 0. No matter what other charms are in effect the attack simply deals no damage.

Contagion Banishing Attitude Cost: 10 Motes Duration: One Day Type: Simple Minimum Resistance: 3 Minimum Essence: 2 Prerequisite Charm: None Description: This Charm prevents the Exalted from having to roll when exposed to death and corpses, to resist catching a disease, they are automatically considered to succeed.

Dead Men don’t Drink Cost: 3 Motes Duration: One Scene Type: Simple Minimum Resistance: 4 Minimum Essence: 3 Prerequisite Charm: Contagion Banishing Attitude Description: The Exalted cannot be harmed by any foreign substance in what they eat. Liquid iron will still burn, but drinking a cup of mercury would have no effect, they cannot become sick or poisoned from anything they ingest while under the influence of this charm.

SURVIVAL Bloodless Element Ignoring Prana Cost: 5 Motes Duration: One Day Type: Simple Minimum Survival: 1 Minimum Essence: 1 Prerequisite Charm: None Description:

Type: Simple Minimum Resistance: 4 Minimum Essence: 3 Prerequisite Charm: Chill of Protection Description: This Charm summons forth a cold blue field of energy… or perhaps anti-energy, that reduces the damage of incoming attacks, by 5, to a minimum of the attackers Essence. Also any successful attacker in melee or hand to hand combat takes Essence lethal damage in return as the chill flows down their weapon. This Charm is not compatible with the usage of armor. Frigid Banishment Cost: 5 Motes, 1 willpower, 1 Health Level Duration: Instant Type: Simple Minimum Resistance: 5 Minimum Essence: 3 Prerequisite Charm: Armor of Darkness, Tenacious Obsidian Skin Description: This Charm totally drains the energy from an attack. It reduces the final damage of any one attack to 0. No matter what other charms are in effect the attack simply deals no damage.

Body of Ice Meditation Cost: 10 Motes, 1 willpower, 1 Health Level Duration: One Turn Type: Simple Minimum Resistance: 5 Minimum Essence: 4 Prerequisite Charm: Frigid Banishment Description: This Charm totally drains the energy from all attacks in a single turn. It reduces the final damage of all attacks for the turn it is enacted in to 0. No matter what other charms are in effect the attack simply deals no damage.

Absolute Zero Defense Cost: 15+ Motes, 2 willpower, 1 Health Level Duration: One Scene Type: Simple Minimum Resistance: 5 Minimum Essence: 5

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In extremely harsh environments, they may need to eat half-rations, or if they are truly in a lifeless area this charm cannot be used at all.

God Feeds the Raitons Technique Cost: 3 Motes per success Duration: One Scene Type: Simple Minimum Survival: 3 Minimum Essence: 2 Prerequisite Charm: Bloodless Element Ignoring Prana Description: The Abyssal Exalted uses her natural attunement with Death and Killing to enhance the results of a hunting expedition. They may buy additional successes on any survival roll to hunt, at the cost of one success per 3 motes of essence invested, to a maximum of the original number of successes + their essence.

Predator Luring Style Cost: 7 motes

Taking the elements with the stolid resistance of the dead, the Abyssal Exalted can ignore natural extremes of heat or cold while under the effects of this charm. It will not however protect them from the effects of storms, windborne particles and the like.

Life-Stealing-March Cost: 6 motes Duration: One Day Type: Simple Minimum Survival: 3 Minimum Essence: 2 Prerequisite Charm: Bloodless Element Ignoring Prana Description: The Abyssal Exalted draws life-force from the area around them killing small plants and animals to sustain themselves without the need to eat. While this charm is in effect the Abyssal Exalted leaves a clear trail behind them, they cannot magical cloak their passage, and all rolls to track them gain +2 bonus dice. However the Abyssal Exalted does not eat at all.

Survival

Aura of Menace

Lord of the Flies

Cloud of Doom

Aura of Fear

Spies of the Eyeless

Eyeless Seeing Method

Bloodless Element Ignoring

Prana

Life-Stealing March

God Feeds the Raitons

Technique

Predator Luring Style

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Cost: 3 Motes Duration: One Scene Type: Simple Minimum Survival: 3 Minimum Essence: 2 Prerequisite Charm: Aura of Menace Description: This Charm allows the Death Knight to surround herself with small insects attracted to the scent of death. Flies buzz around her, ants crawl up to her boots locusts hover nearby. The effect is so unnerving that it adds two dice to all intimidation attempts as long as it persists. It however adds two to the difficulty of all stealth rolls while it is active.

Spies of the Eyeless Cost: 1 mote Duration: One Day Type: Reflexive Minimum Survival: 4 Minimum Essence: 2 Prerequisite Charm: Lord of the Flies Description: This charm allows the Death Knight to convince a small creature that feeds on carrion (Ravens, Rats, etc.) to act as a scout for him. He gives a mental impression of the basic orders (find this person, watch me while I sleep, etc) and the creature will communicate as best it can with squeaks squawks and gestures the information it has found.

Eyeless Seeing Method Cost: 3 motes Duration: One Day Type: Reflexive Minimum Survival: 5 Minimum Essence: 3 Prerequisite Charm: Spies of the Eyeless Description: This charm allows the Death Knight to convince a small creature that feeds on carrion (Ravens, Rats, etc.) to act as a scout for him. For the duration of the charm the Death Knight forms a mental link with the creature to a range of essence x 20 miles he gives a mental impression of the basic orders (find this person, watch me while I sleep, etc) at will and the creatures senses are open for him to share.

Duration: One Scene Type: Simple Minimum Survival: 5 Minimum Essence: 3 Prerequisite Charm: God Feeds the Raitons Technique, Spies of the Eyeless Description: The Abyssal Exalted uses their power of death and creatures associated with it. (Rats, Ravens, Raitons, etc.) to cause a plague of such creatures to bring them a plethora of tiny kills. The food may not be appetizing but it is enough to feed a number of people equal to the Abyssal Exalted’s essence rating for one day. It arrives during the scene. This charm works even in extremely desolate environments.

Aura of Menace Cost: 1 Mote Duration: One Day Type: Simple Minimum Survival: 2 Minimum Essence: 1 Prerequisite Charm: None Description: This allows the Deathknight to surround himself in an aura of icy threat that repels all small vermin, and insects away from her. No such creature will bother her without magical influence as long as this charm persists.

Aura of Fear Cost: 5 Motes Duration: One Day Type: Simple Minimum Survival: 3 Minimum Essence: 2 Prerequisite Charm: Aura of Menace Description: This charms allows the Death Knight to create a much more powerful aura of terror. Normal animals, even powerful predators will avoid the Death Knight, unless on the point of starvation or actively defending their territory, even then they will try and scare her off before fighting her. This aura gives the Death Knight a +1 bonus to all intimidate rolls vs. sentient creatures as well.

Lord of the Flies

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Cost: 10 Motes Duration: Instant Type: Simple Minimum Crafts: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Exalted can make relatively minor changes to a body prior to its animation. Things such as replacing arms with swords, adding spikes to increases damage in a clinch by +2L and sealing a ribcage so that troops behind it can gain cover are possible, but nothing that changes the basic form of the body is permitted. The actual physical shaping normally takes ten minutes per change; the Charm is invoked at the end of this time.

Boneshape Cost: 15 Motes, 1 willpower Duration: Instant Type: Simple Minimum Crafts: 3 Minimum Essence: 2 Prerequisite Charm: Bonecraft Description: This Charm allows gross re-shaping of corpses prior to

Cloud of Doom Cost: 5 Motes, 1 Willpower Duration: Turns Equal to Essence Type: Simple Minimum Survival: 5 Minimum Essence: 3 Prerequisite Charm: Lord of the Flies Description: This Charm allows the Death Knight to spew forth a cloud of stinging, biting insects. When this charm is invoked the Death Knight they must specify a single target, A wooden house, a given person, a field of crops. The cloud will continue to ravage the target as long as it persists. Stone and metal are immune, but wooden structures are ruined at a rate of 10 cubic feet per turn, fields and crops at 100 yards square per turn and people suffer a -2 on all combat rolls and must soak 3L damage each turn with their stamina and Charms only. The insects are formed of death essence, and Charms like Corona of Radiance are fully effective against them.

CRAFTS

Bonecraft

Crafts

Rust Bonecraft

Boneshape

Soulforging

Decay Corrode

Restore Aura of Decay

Taint

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Minimum Essence: 2 Prerequisite Charm: Rust Description: This charm allows the character to destroy objects must like the rust charm does, but they need not be made of metal for it to work, leather and wood rots, stone crumbles, and glass brittles and shatters.

Restore Cost: 10 Motes, 1 Willpower, 1 Health Level Duration: Instant Type: Simple Minimum Crafts: 5 Minimum Essence: 3 Prerequisite Charm: Decay Description: This charm allows the Death Knight to draw the negative energies out of a damaged or destroyed object and into themselves. While this does harm the Death Knight it instantly restores a damaged object no bigger than a suit of armor even if it was dust before hand. It does not work on magical objects or any item made from the five magical materials.

Corrode Cost: 8 Motes Duration: Instant Type: Simple Minimum Crafts: 4 Minimum Essence: 2 Prerequisite Charm: Rust Description:

animation. It can be used for a variety of tasks and is needed to create Spine Chains. It might also be used to re-form the bones of a large creature such as a whale as a mobile engine for a catapult, turning the wheels, firing the arm, etc. Changes normally take an hour or more to physically perform, the Charm is invoked at the end of that time.

Soulforging Cost: 15 Motes, 1 willpower Duration: One Scene Type: Simple Minimum Crafts: 4 Minimum Occult: 4 Minimum Essence: 3 Prerequisite Charm: Boneshape Description: This charm is used in the forging of Soulsteel. It requires a base material (Iron, Stone, etc) and a ghost. The ghost is completely destroyed in the process, however its can be alloyed with a number of pounds of base matter equal to its essence pool to create soulsteel.

Rust See Exalted : Storytellers Guide

Decay Cost: 4 Motes Duration: Instant Type: Simple Minimum Crafts: 4

Investigation

Speak with the Dead

Speak with the Corpse

Dead Man’s Eyes Blood on the Hands Mediation

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Type: Simple Minimum Investigation: 4 Minimum Essence: 2 Prerequisite Charm: Speak with the Dead Description: This charm allows the Death Knight to summon up the ghost of a specific corpse, to query it. The Spirit knows all that it did in life, in addition to its exact time and method of death, though not necessarily who exactly killed it. The character gets the answer to one question per dot of investigation.

Dead Man’s Eyes Cost: 1 mote per eye Duration: One Scene Type: Simple Minimum Investigation: 3 Minimum Essence: 2 Prerequisite Charm: Speak with the Dead Description: By using this gruesome charm the Death Knight may lick the eyes of a corpse, and attune himself to the death energies therein. So long as the eyes remain within the corpse and intact the Death Knight can close his own eyes and see through them instead. This charm has any number of uses for a clever Death Knight.

Blood on the Hands Meditation Cost: 4 motes Duration: Instant Type: Simple Minimum Investigation: 4 Minimum Essence: 2 Prerequisite Charm: Dead Man’s Eyes Description: This Charm allows the Death Knight to measure the number of souls that a target they can see has let pass into the underworld (how many people they have killed.) and when the last one was.

LORE

Scourge Cost: 3 Motes Duration: Instant Type: Simple Minimum Lore: 2

This Charm allows the Abyssal exalted to rust a large amount of matter at once. Everything within Essence x 5 yards of the abyssal exalted including items on their own person that is susceptible to rusting immediately does so, as if it had been subjected to the rust charm.

Aura of Decay Cost: 15 Motes, 1 Willpower Duration: One Scene Type: Simple Minimum Crafts: 5 Minimum Essence: 3 Prerequisite Charm: Corrode, Decay Description: This charm allows the Death Knight to emit an Aura of Decay and corruption. Any object within essence x 3 yards of the death knight (excluding the Death Knights own possessions) instantly decays or rusts as per the decay charm.

Taint Cost: 20 Motes, 1 Willpower, 1 Experience Point Duration: Instant Type: Simple Minimum Crafts: 5 Minimum Essence: 4 Prerequisite Charm: Aura of Decay, Restore, Soulforging. Description: This powerful Charm allows the Deathknight to Taint an item made of one of the four magical materials other than Soulsteel. It can only be used on a single artifact. When this charm is used the artifact effectively becomes soulsteel, and its statistics fully convert to a soulsteel version of itself. Though its appearance remains relatively the same there is some visible sign of the corruption.

INVESTIGATION

Speak with the Dead See Exalted : Storytellers Guide

Speak with Corpse Cost: 5 Motes, 1 willpower Duration: One Scene

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Desolation Cost: 10 Motes Duration: Instant Type: Simple Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charm: Blight Description: The Exalted channels the power of the underworld they then roll Charisma + Lore and every plant within successes x meters dies. All animals including Exalted and humans in the area take three dice of lethal damage. The effect persist for a number of years equal to the Exalted Essence, while creatures take no more damage plants will not grow back.

Glimpse of Shadow Cost: 20 Motes,1 willpower Duration: Essence Turns Type: Simple Minimum Lore: 5

Minimum Essence: 1 Prerequisite Charm: None Description: The Exalted channels the power of the underworld and kills every plant and small animal within an area equal to the Essence in Yards. It has no effect on large animals or humans.

Blight Cost: 5 Motes Duration: Instant Type: Simple Minimum Lore: 2 Minimum Essence: 2 Prerequisite Charm: Scourge Description: The Exalted channels the power of the underworld they then roll Charisma + Lore and every plant within successes x meters dies. All animals including Exalted and humans in the area take three dice of lethal damage.

Lore

Scourge

Blight Desolation

Glimpse of Shadow

Shard of Death

Essence Taking Touch

Will Stealing Grasp

Life Taking Method

Touch of Death Death Channeling Technique

Exalt Avenger

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Type: Simple Minimum Lore: 3 Minimum Essence: 2 Prerequisite Charm: Essence Taking Touch Description: The Exalted touches a target and spends the necessary motes and willpower. They then enter into an opposed Valor roll. Net successes are temporary willpower transferred from the target to the Exalted.

Life Taking Method Cost: 3 Motes per health level, 1 Willpower Duration: Instant Type: Simple Minimum Lore: 4 Minimum Essence: 3 Prerequisite Charm: Will Stealing Grasp Description: The Exalted touches a target and spends the necessary motes and willpower. They then enter into a contested willpower roll with the target, assuming they get a net success, they transfer the number of levels of damage they chose to inflict to the target. This is not generally used as an attack since they must be wounded to cause damage.

Death Channeling Technique Cost: 15 Motes, 1 Willpower, 1 experience point Duration: Until Death Type: Simple Minimum Lore: 5 Minimum Essence: 3 Prerequisite Charm: Life Taking Method Description: The Exalted attunes themselves to a willing or bound mortal. From then on as long as they keep the essence committed any damage dealt to them (with the exception of aggravated or rare unsoakable) is instead dealt to the mortal, no matter what distance separates them. The mortal never heals while under the effects of this Charm.

Touch of Death Cost: 5 Motes, 1 Willpower, 1 experience point Duration: While motes remain commited Type: Simple Minimum Lore: 5 Minimum Essence: 4

Minimum Essence: 3 Prerequisite Charm: Desolation Description: The Exalted channels the power of the underworld they then roll Charisma + Lore and every plant within successes x meters dies. All animals including Exalted and humans in the area take three dice of lethal damage. Assuming this Charm is invoked in an area of heavy life (A forest, not the middle of a desert.) the transfer of life energies opens a temporary Shadowland within the area of effect for the Charms duration, during that time it functions as a normal shadowland and can even allow egress into the lands of the Dead at night.

Shard of Death Cost: 1 motes per yard diameter, 1 Willpower Duration: instant Type: Simple Minimum Lore: 5 Minimum Essence: 4 Prerequisite Charm: Glimpse of Shadow Description: The Death Knight calls for the power of the Shadowlands directly into Creation. For each 1 mote invested in this charm an area one yard in radius around the Death Knight becomes a small shadowland permanently. This charm cannot be invoked within 1 miles per yard radius of an existing shadowland, including one created by this charm.

Essence Taking Touch Cost: 1 Mote, 1 Willpower Duration: Instant Type: Simple Minimum Lore: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Exalted touches a target and spends the necessary mote and willpower. They then enter into a contested willpower roll with the target, assuming they get a net success, they absorb a number of the targets motes equal to the highest virtue the two of them share.

Will Stealing Grasp Cost: 10 Motes, 1 Willpower Duration: Instant

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Exalt a mortal into one of the lesser Abysal Exalted knowen as Avengers. While they are causing the Exaltation, this Charm is not powerful enough to create an avenger by itself, the Deathknight is channeling the energies of his Deathlord, and thus this charm can only be used with the permission of the Deathlord.

MEDICINE

Body Repair Method Cost: 10 Motes Duration: One Day Type: Simple Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This Charm allows the Death Knight to absorb flesh from creatures of the same species to repair the damage to their own bodies. Since it relies on

Prerequisite Charm: Life Taking Method Description: The Deathknight loans some of their charms to a target, who can be living or dead. The recipient must have all the normal perquisites for the charm except minimum essence. If the target has no essence pool of their own they my buy essence at a cost of 10 motes per health level expended when they use the charm. While the target has the charms, the Deathknight still retains full use of them. The Deathknight can transfer a number of charms equal to their essence score. The target retains the use of the charms until the Deathknight uncommits the motes.

Exalt Avenger Cost : 20 motes, 1 Permanent Willpower Duration : Instant Type : Simple Minimum Lore : 5 Minimum Essence : 5 Perquisite Charms : Touch of Death Description : This Charm allows the Deathknight to

Medicine

Body Repair Method Contaminate

Infect

Pestilence

Plague Great Contagion

Plague Bolt

Death Sight Wounded Wiper Regeneration

Method

Pain Causing Touch

Agony Enhancing

Method

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Cost: 1 Mote Duration: Instant Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charm: Body Repair Method Description: This charm allows the Deathknight to instantly know how many health levels of damage a person they are looking at has currently taken and any and all diseases that they are currently suffering from.

Contaminate Cost: 4 Motes, 1 willpower Duration: Instant Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charm: None Description: See Exalted Storyteller’s screen page 46

Infect Cost: 8 Motes, 1 willpower Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 2 Prerequisite Charm: Contaminate Description: This Charm functions exactly like Contaminate, however the disease is normal in all ways and is communicable.

Pestilence Cost: 10 Motes, 1 willpower Duration: Instant Type: Simple Minimum Medicine: 4 Minimum Essence: 3 Prerequisite Charm: Infect Description: This Charm acts just like infect but it affects a number of targets up to the Exalted’s Essence

Plague Cost: 10 Motes, 1 willpower

pervasive death energies to function, this charm only allows the Death Knight to absorb flesh from corpses of her own species. The dead unfortunately seldom have many useable parts, and so using them as spares only speeds the healing process by filling in the gaps, rumors persist of more powerful charms that allow direct replacement. Each health level absorbed from a corpse in this way speeds up the characters ability to heal by a factor of 3 for the duration of the charm. There is no real limit to the number of bodies that can be absorbed this way. A typical corpse has one less health level to absorb than it did in life, leaving extra’s with 2. Though the body of a might exalted foe might contain considerably more material. Absorbing flesh from the walking dead deals them damage equal to the health levels taken. Wounded-Viper-Regeneration Method Cost: 10 motes Duration: One day Type: Simple Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charm: Body Repair Method Description: The Death Knight enters a mediation that must last for a full 24 hours. During this period they channel the energies of death and decay away from themselves, wounds close almost visibly as un-impaired life energies flow into the gaps. The Death Knight can be awakened from their meditation, by any normal means however interrupting the 24 hour trance ruins the effects of this charm. The character cannot be moved while under the effects of this charm, but instead must remain still and meditating quietly. Any living creature that remains within one yard per point of permanent essence of the Death Knight must soak 1L damage each hour that passes from the cast off death energies, and plants wilt out to this range within minutes. This charm is particularly visible to essence sight, and essence detecting abilities, and all such powers used to locate the Death Knight under the effects of this charm, have their effective range multiplied by the Death Knights essence. At the end of the meditation the Death Knight instantly heals a number of lethal levels of damage equal to their essence rating

Deathsight

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created it, then it just suddenly becomes like a normal if deadly plague.

Plague Bolt Cost: 20 Motes, 1 willpower Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charm: Pestilance Description: This Charm creates a black sphere the size of a persons fist, if thrown or hurled by a catapult into the air it will burst just about the ground and spread a black dust over an area equal to the Essence of the Exalted who created it x 10 yards. Everyone within this area suffers under the effects of an Infection Charm.

Pain Causing Touch Cost: 5 Motes Duration: One Scene Type: Simple

Duration: Instant Type: Simple Minimum Medicine: 5 Minimum Essence: 4 Prerequisite Charm: Pestilence Description: This Charm acts like Pestilence, but can create more potent illnesses; anything short of the Great Contagion can be created via the use of this charm.

Great Contagion Cost: 40 Motes, 2 willpower, 1 Experience Point Duration: Instant Type: Simple Minimum Medicine: 6 Minimum Essence: 6 Prerequisite Charm: Plague Description: This Charm acts like Pestilence, but the disease created is the Great Contagion. The contagion borne from this source retains its deadliness for a number of months equal to the Essence of the Death Knight that

Occult

Terrestrial Circle Sorcery

Celestial Circle Sorcery

Abyssal Circle Sorcery

Eyes of the Spirit World

Flows of Essence Sight

Spirit Striking Blow

Spirit Consuming Attack

Spirit Disarming Sphere

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OCCULT

Terrestrial Circle Sorcery Cost: 1 willpower Duration: Instant Type: Sorcery Minimum Occult: 3 Minimum Essence: 3 Prerequisite Charm: None Description: This charm functions exactly as the charm of the same name for Solar Exalted.

Celestial Circle Sorcery Cost: 2 willpower Duration: Instant Type: Sorcery Minimum Occult: 4 Minimum Essence: 4 Prerequisite Charm: Terrestrial Circle Sorcery Description:

Minimum Medicine: 3 Minimum Essence: 2 Prerequisite Charm: None Description: The Exalted must touch the target to effect them with this Charm. For the rest of the scene the target it wracked with pain and suffers a –2 penalty on all dice rolls.

Agony Enhancing Method Cost: 10 Motes, 1 Willpower Duration: One Scene Type: Simple Minimum Medicine: 4 Minimum Essence: 2 Prerequisite Charm: Pain Causing Touch Description: The Death Knight doubles the wound penalties of the target for the rest of the scene, as any and all pain are amplified, this charm stacks with Pain Causing Touch.

Athletics

Graceful Dead Technique

Gliding Dead Method

Ghost Running Prana

Soul Sailing Leap

Enemy Shattering Blow

Unreal Motion Prana

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from other abilities.

Spirit Consuming Attack Cost: 3 motes Duration: Instant Type: Simple Minimum Occult: 4 Minimum Essence: 3 Prerequisite Charm: Spirit Striking Blow Description: This Charm allows the Death Knight to harm an unmaterialized spirit with a single attack dealing aggravated damage. This Charm is greatly feared among spirits and ghosts alike as it can be used to permanently destroy them. This Charm can be Combo’ed with charms from other abilities.

Spirit Disarming Sphere. Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Occult: 5 Minimum Essence: 3 Prerequisite Charm: Spirit Striking Blow Description: This Charm allows the Death Knight to surround himself with a black aura of entropy to a range equal to his essence in yards. Any spirit within this area must make a contested roll Essence + Willpower vs. the Death Knight if they loose they must either leave the area or demarialize this can be used to force a spirit from a possessed victim.

ATHLETICS Graceful Dead Technique Cost: 4 motes Duration: One Scene Type: Simple Minimum Athletics: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This charm allows the Death Knight to quell the air around her, ensure that swing is minimized, and even negate the effects of gravity a little. While this charm is in effect, she will never loose her footing, or fail a

This charm functions exactly as the charm of the same name for Solar Exalted.

Abyssal Circle Sorcery Cost: 3 willpower Duration: Instant Type: Sorcery Minimum Occult: 5 Minimum Essence: 5 Prerequisite Charm: Celestial Circle Sorcery Description: This charm functions exactly as the Solar Exalted charm, Solar Circle Sorcery.

Eyes of the Spirit World Cost: 3 motes Duration: One Scene Type: Simple Minimum Occult: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This Charm allows the Death Knight to see immaterialized spirits for the rest of the scene.

Flows of Essence Sight Cost: 6 motes Duration: One Scene Type: Simple Minimum Occult: 5 Minimum Essence: 3 Prerequisite Charm: Eyes of the Spirit World Description: This Charm allows the Death Knight to see not only immaterialized spirits, but the very flows of essence in the world for the rest of the scene.

Spirit Striking Blow Cost: 2 motes Duration: Instant Type: Simple Minimum Occult: 3 Minimum Essence: 2 Prerequisite Charm: Eyes of the Spirit World Description: This Charm allows the Death Knight to harm an immateralized spirit with a single attack as though it was solid. This Charm can be Combo’ed with charms

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of the charm she may walk across water buoyed up purely by the surface tension, or falls as far as she likes without harm coming to her. She may also run up to 30 feet per round up walls etc.

Soul Sailing Leap Cost: 1 mote Duration: One Turn Type: Simple Minimum Athletics: 2 Minimum Essence: 1 Prerequisite Charm: Graceful Dead Technique Description: The Death Knight almost totally inverts the forces of gravity over her for a single turn, causing her to rapidly ‘fall’ upwards. The arc created by this spell can carry the Death Knight up to 60 yards in the air. With a successful Dexterity + Athletics roll she can trade 10 yards of vertical lift for 20 yards of lateral motion.

Enemy Shattering Blow Cost: 5 motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Athletics: 3 Minimum Essence: 2 Prerequisite Charm: Soul Sailing Leap Description:

balance check except in the most extreme conditions, she can even balance on ledges, branches etc that would normally be too small for her.

Gliding Dead Method Cost: 2 motes Duration: One Turn Type: Simple Minimum Athletics: 2 Minimum Essence: 1 Prerequisite Charm: Graceful Dead Technique Description: The Death Knight almost totally negates the forces of gravity over her for a single turn. For the duration of the charm she may walk across water buoyed up purely by the surface tension, or fall as far as 60 yards without harm coming to her. She may also run up to 30 feet up walls etc.

Ghost Running Prana Cost: 6 motes Duration: One Scene Type: Simple Minimum Athletics: 3 Minimum Essence: 2 Prerequisite Charm: Gliding Dead Method Description: The Death Knight almost totally negates the forces of gravity over her for an entire scene. For the duration

Awareness

Death Sense Technique

Deathwatch Meditation

Battle Warden Method

Eyes of the Dead

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Duration: One Scene Type: Simple Minimum Awareness: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This allows the Death Knight to attune themselves to the forces of death near them. Anytime a mortal or Exalted perishes within a number of yards of the Death Knight equal to their permanent essence x 10 , even if they could not see or hear it in any way.

Deathwatch Mediation Cost: 1 mote Duration: Varies Type: Simple Minimum Awareness: 2 Minimum Essence: 1 Prerequisite Charm: Death Sense Technique Description: This charm allows the Death Knight to attune themselves to the energies of a single person. They commit one mote, and may keep it committed as long as they like. As long as the mote is committed, the Death Knight knows the current remaining Health Levels of the person no matter the distance between them. They instantly know if the person is dead.

Battle Warden Method

The Death Knight strikes down upon an opponent, and collapses the forces of gravity inwards on the point of impact, causing massive damage. The raw damage of the attack before soak is doubled. This charm can be Com’ed with charms from other abilities.

Unreal Motion Prana Cost: 10 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Athletics: 4 Minimum Essence: 2 Prerequisite Charm: Soul Sailing Leap, Ghost Running Prana Description: The Death Knight becomes a blur of great leaps and semi-running semi-gliding travel across the landscape. She may run at essence x 10 miles per hour as long as the charm lasts. However every two hours of travel made this way in a single day, deal her one lethal level of damage, as her body suffers from the prolonged effects of lesser gravity.

AWARENESS Death Sense Technique Cost: 1 mote

Dodge

Shadow Sidestep

Wound Evading Technique

Life Saving Attitude

Unlucky Strike Prana

Flow like the Underworld

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of the local spooks, causing them to peer across the shroud, and share their senses with him. The Death Knight can see in all directions around her , and from a number of different angles. Aside from being general aware of everything in all directions, the Death Knight gets two bonus dice for any roll related to the sharpness of her sight as the multitude of different perspectives allow her to see things more clearly.

DODGE

Shadow Sidestep Cost: 1 mote per 2 dice Duration: instant Type: Reflexive Minimum Dodge: 1 Minimum Essence: 1 Prerequisite Charm: None Description:

Cost: 3 motes Duration: One Scene Type: Simple Minimum Awareness: 2 Minimum Essence: 1 Prerequisite Charm: Death Sense Technique Description: This allows the Death Knight to sense the direction and distance to the nearest large theater of death. (A battle, a plague ridden city, a large natural disaster, etc) no matter how distant it may be.

Eyes of the Dead Cost: 5 motes Duration: One Scene Type: Simple Minimum Awareness: 3 Minimum Essence: 2 Prerequisite Charm: Battle Warden Method, Deathwatch Meditation Description: This allows the Death Knight to attract the attention

Larceny

Mask of Winter Method

Prince’s Mask Technique

Inverted Raiment Prana

Lock Decaying Method

Shadow Door Prana

Pocket Numbing Grasp

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Flow like the Underworld Cost: 5 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Dodge: 5 Minimum Essence: 3 Prerequisite Charm: Unlucky Strike Prana, Life Saving Attitude Description: When this Charm is enacted, anyone attacking the Death Knight for the rest of the scene must subtract a number of dice from their attack dice pool equal to the Death Knights full Dexterity + Dodge dice pool, but as usual the minimum dice pool is equal to the attackers essence score.

LARCENY

Mask of Winter Method Cost: 5 motes Duration: One Day Type: Reflexive Minimum Larceny: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This charm allows the Death Knight to mask their deathly pallor and appear as a perfectly normal mortal for as long as the charm persists. However if their anima flares beyond their caste mark glowing the charm immediately ends.

Prince’s Mask Technique Cost: 3 motes Duration: One Scene Type: Reflexive Minimum Larceny: 3 Minimum Essence: 2 Prerequisite Charm: Mask of Winter Method Description: This Charm allows the Death Knight to summon up a shifting mass of essence born shadows, they continually creep and twist around her, strongly distorting and reflecting sound and sight. The Abyssal Exalted is unrecognizable while under the effects of this charm, unless the person looking has some pretty significant ability to see essence (Such as All-

This Charm allows the Death Knight to subtract dice from the opponents dice pool, when they are attacked. Each mote spent on this charm removes 2 dice from a single opponents dice pool, but no more dice can be removed in this way than the Death Knight has Dexterity + Dodge. Additionally the opponents dice pool can be reduced to no lower than their permanent essence score, by this charm.

Wound Evading Technique Cost: 2 Motes Duration: instant Type: Reflexive Minimum Dodge: 3 Minimum Essence: 1 Prerequisite Charm: Shadow Sidestep Description: This Charm allows the Death Knight to dodge an attack that she is aware of with her full Dexterity + Dodge dice pool.

Life Saving Attitude Cost: 6 Motes Duration: instant Type: Reflexive Minimum Dodge: 5 Minimum Essence: 1 Prerequisite Charm: Wound Evading Technique Description: This Charm allows the Death Knight to cause any one attack that he is aware of against him to automatically fail, and miss.

Unlucky Strike Prana Cost: 2 motes Duration: Instant Type: Reflexive Minimum Dodge: 3 Minimum Essence: 2 Prerequisite Charm: Shadow Sidestep Description: If the Death Knight is attacked, even by an attack she does not anticipate, she may spend 2 motes of Essence to subtract twice their permanent essence score from the attackers dice pool. The attacking dice pool can be reduced to no less than the attackers essence score. Reflex Sidestep Technique cannot be used as part of a Combo with other Dodge Charms.

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Prerequisite Charm: None Description: This charm causes the tumblers or other mechanisms in a lock to become loose and fall prey to entropy. Any lock touched by this charm instantly unlocks will a dull click. Generally the lock does not sustain any damage but some may require maintenance after this charm has been used on them, depending on the quality and the mechanism.

Shadow Door Prana Cost: 10 motes, 1Willpower Duration: Instant Type: Reflexive Minimum Larceny: 3 Minimum Essence: 3 Prerequisite Charm: Lock Decaying Method Description: This dramatic charm allows the Death Knight to momentarily transform himself into a shadow and slide under a door or window, only to re-form a moment later on the other side. It is total silent and

Encompassing Sorcerers Sight.)

Inverted Raiment Prana Cost: 10 motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Larceny: 5 Minimum Essence: 3 Prerequisite Charm: Prince’s Mask Technique Description: This charm allows the Abyssal Exalted to mask their anima, making it appear to be its polar opposite for the rest of the scene. Their caste mark is gold, and in all other ways their anima’s appearance is that of the appropriate Solar Exalted.

Lock Decaying Method Cost: 4 motes Duration: Instant Type: Reflexive Minimum Larceny: 1 Minimum Essence: 1

Stealth

Shadow Cloak Meditation

Grey Man Method

Decaying Footprints Prana

Shadow Beneath Notice

Veiling the Passing of Shadows

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The Death Knight draws a veil of seeming to blend in and be one of the crowds around her. This charm cannot be used where the character would obliviously stand out, such as on a deserted street at night, but any other time she simply seems to vanish into the crowd. Unless the persons looking for her have some sort of essence seeing ability no amount of searching including examining the crowd one by one will pick her out.

Decaying Footprints Prana Cost: 1 mote Duration: One Scene Type: Reflexive Minimum Stealth: 2 Minimum Essence: 2 Prerequisite Charm: Shadow Cloak Meditation Description: The Death Knight leaves the essence of death and decay behind her and her foot prints and other traces of passage, instantly crumble and fade as if weeks had been spent washing them away. Short of magical means the Death Knight is impossible to track.

Shadow Beneath Notice Cost: 5 motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Stealth: 3 Minimum Essence: 2 Prerequisite Charm: Grey Man Method Description: While this charm is in effect the Death Knight becomes automatically treated as part of the scenery by those seeing him. Unless they roll as many successes on a willpower roll than they Death Knight has permanent essence, his presence simply does not matter or seem noteworthy, even if he is killing them one by one, the will desperately look around, while it never occurs to them that the large man clad in black with his sword dripping their companions blood might be responsible for their deaths.

Veiling the Passing of Shadows Cost: 6+ motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Stealth: 4

utterly bypasses any need to unlock or in any other way open the door.

Pocket Numbing Grasp Cost: 4 motes Duration: Instant Type: Reflexive Minimum Larceny: 2 Minimum Essence: 1 Prerequisite Charm: Lock Decaying Method Description: The Abyssal Exalted dulls the senses of those around her so that she may steal an item, without being noticed. Unless the item is actively in use, she can steal it without being noticed for a number of turns equal to her essence, and even then unless she has called attention to herself, it will not be known that she stole it. The item can be stolen in this way even if it is in plain sight.

Stealth

Shadow Cloak Meditation Cost: 3 motes per dice Duration: One Scene Type: Reflexive Minimum Stealth: 1 Minimum Essence: 1 Prerequisite Charm: None Description: By drawing upon the powers over darkness and silence the Death Knight creates a baffle that makes it difficult to spot or hear them. For every three motes spent on this charm, the Abyssal Exalted may remove one dice from all their opponents Perception + Awareness dice pools for the rest of the scene, to a minimum of the effected beings essence score. No more dice may be removed in this fashion than the Exalted has Dexterity + Stealth.

Grey Man Method Cost: 2 motes Duration: One Scene Type: Reflexive Minimum Stealth: 2 Minimum Essence: 1 Prerequisite Charm: Shadow Cloak Meditation Description:

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Type: Simple Minimum Bureaucracy: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Death Knight infects a particular document, with the soul-draining touch of death. It always seems to get put off till tomorrow, or shuffled to the bottom of the pile, something about it seems to make people nervous. Any processing that must be done on said piece of paper, takes (essence +1) times longer to complete that it otherwise would have.

Intimidating Paperwork Prana Cost: 5 motes Duration: One Task Type: Simple Minimum Bureaucracy: 2 Minimum Essence: 1 Prerequisite Charm: Soul-Draining Paperwork Method Description:

Minimum Essence: 3 Prerequisite Charm: Shadow Beneath Notice Description: While this charm is in effect the Death Knight becomes automatically treated as part of the scenery by those seeing him. Unless they roll as many successes on a willpower roll than they Death Knight has permanent essence, or he does something hostile or something that stands out, in that case the charm is broken immediately. Each two additional motes of essence spent on this charm allows the Death Knight to include another in its effect. All must stay within Essence x 3 yard of the Deathknight and any actions any one of them takes to end the charm ends it for all involved.

Bureaucracy

Soul-Draining Paperwork Method Cost: 5 motes Duration: One Task

Bureaucracy

Soul-Draining Paperwork Method

Intimidating Paperwork Prana

Kiss of Death Technique

Delay Netherworld Processing

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can be worn away by other charms that speed up processes, if such a charm is used the Death Knight and the opposing character roll opposed essence, if the Death Knight looses this charm is ended and cannot be applied again as long as the other charm is in effect, if they win, the other charm is totally negated.

Delay Netherworld Processing. Cost: 5 motes, 1 Willpower, 1 xp Duration: instant Type: Simple Minimum Bureaucracy: 5 Minimum Essence: 3 Prerequisite Charm: Kiss of Death Technique Description: The Death Knight interferes with the natural processing of the underworld, thus extending the natural lifespan of a mortal creature. This does not work for Exalts or any other being with a magically extended lifespan, nor does it have any effect on spirits or other immortal creatures (like Fair Folk). When enacted the Death Knight rolls essence, each

The Death Knight makes a certain task seem vital, people become terrified of the consequences if they don’t process it immediately, and obstacles slink away before they become a problem. This charm speeds up the rate at witch a bureaucratic process proceeds by (essence +1) times.

Kiss of Death Technique Cost: 10 motes, 1 Willpower Duration: Until Ended Type: Simple Minimum Bureaucracy: 2 Minimum Essence: 1 Prerequisite Charm: Soul-Draining Paperwork Method Description: The Death Knight taints a particular process, with the soul-draining kiss of death. It always seems to get put off till tomorrow, or shuffled to the bottom of the pile, something about it seems to make people fearful for their jobs if it is processed. As long as the essence is committed the process, it never gets done. This charm

Linguistics

Speaking in Tongues Technique

Language Tutor Method

Dead Man Talking Meditation

Conversational Epitaph Method

Twisted Tongues Meditation

Idea Killing Attack

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Minimum Linguistics: 3 Minimum Essence: 2 Prerequisite Charm: Speaking in Tongues Description: The Death Knight must consume the flesh of a creature that spoke (or speaks!) the language they wish to learn when they enact this charm. Once they have done so, they are completely fluent the in chosen language as long as they commit the motes to this charm.

Conversational Epitaph Method Cost: 2 motes per person effected Duration: One Scene Type: Simple Minimum Linguistics: 4 Minimum Essence: 3 Prerequisite Charm: Language Tutor Method Description: This charm effectively ‘lays to rest’ a topic of conversation, as long as this charm is in effect, each of the targeted individuals must roll more successes on a willpower roll than the Abyssal Exalted has permanent essence, in order to discuss the topic effected by this charm.

Twisted Tongues Meditation Cost: 6 Motes, 1 Willpower Duration: One Scene Type: Simple Minimum Linguistics: 5 Minimum Essence: 3 Prerequisite Charm: Conversational Epitaph Method Description: This charm causes the target it literally begin speaking in tongues. They are under no obligation to speak, however if they do everything they say comes out demonic sounding and twisted; totally unintelligible. Exalted and other supernatural targets may roll an opposed willpower + essence roll with the Death Knight to avoid the effect, but mortals have no such ability. Aside from the oblivious effects of making the target unable to communicate, this charm can also be used to cast suspicion on them. It does not effect sign language or charades, however their writing is just as garbled as their speech for the duration of the charm.

success adds a year to the mortals natural lifespan, though they can still be killed normally. It is often used by Death Knights when striking pacts with influential mortals, as payment.

Linguistics

Speaking in Tongues Technique Cost: 1 mote Duration: One Scene Type: Simple Minimum Linguistics: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Death Knight becomes instantly fluent in a language for the rest of the scene. This charm can only be invoked when trying to speak with someone that speaks the language in question. The knowledge leaves the Death Knight at the end of the scene as quickly as it came.

Dead Man Talking Mediation Cost: 3+ Motes Duration: Until Ended Type: Simple Minimum Linguistics: 2 Minimum Essence: 1 Prerequisite Charm: Speaking in Tongues Technique Description: The Death Knight activates this charm while in contact with a corpse. It can be any dead creature with the physical capability to articulate, including one of the walking dead. As only as the Death Knight maintains the charm they may cause the corpse to begin speaking in a horrible parody of their own voice at will, saying whatever the Death Knight wishes. This charm does not in any way let the Death Knight know the situation of the corpse, so often other magic (such as scrying) is used in conjunction with this charm to ensure that their messages are delivered correctly.

Language Tutor Method Cost: 4 motes Duration: Until Ended Type: Simple

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not a written document. This charm cancels and is canceled by Twisted Words Technique

Sail

Dread Sailor Technique Cost: 6 motes Duration: One Day Type: Simple Minimum Sail: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Deathknight calms themselves and their relationship to their ship. Like the dead, they never get sea-sick, never fall, and are never thrown from the deck. They appear as a soul-less ghostly sailor, unconcerned with their environment.

Perfect Pirate Method Cost: 2 motes per difficulty

Idea Killing Attack Cost: 8 Motes, 1 Willpower Duration: One Scene Type: Simple Minimum Linguistics: 5 Minimum Essence: 3 Prerequisite Charm: Twisted Tongues Meditation, Dead Man Talking Mediation Description: This Charm causes the targets words to appear hollow an insincere. They appear to be a liar and the idea’s they espouse phony. Hearing someone speak with such soulnessness in their voice can turn people away from ideas even if they whole-heartedly agreed with them before. Anyone listening to the target speak, whose willpower is lower that the Death Knights essence turns away from the idea presented as worthless and folly. Anyone with essence less than twice that of the Death Knight must make a willpower roll or become disgusted with the idea presented. People with higher willpower are unaffected. This charm can only be used on an orator,

Sail

Dread Sailor Technique

Perfect Pirate Method

Scourge of the Sea’s Mediation

Cursed Ship Malediction

Ghost-Ship Method

Haunted Ship Prana

Marry Celeste Meditation

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the vessel targeted, and each crew member rolls their own essence to resist. (To simply matters you can sum up the mortal crew and assume the death knight gets a single success for every two points of permanent essence above 1, for each crew member.) For a number of days equal to the net successes, the ship cannot come within sight of land no matter how hard the crew tries. Further all the fresh water on the ship instantly turns to salt water, even that conjured by magic after the charm begins. Further all crew members suffer a penalty to their Sail dice pools equal to the Death Knights permanent essence rating (minimum their own essence.) often causing the ship to become lost in is desperate search for land. This charm will not work if any one of the crew has an essence rating higher than the Death Knight attempting the curse.

Ghost-Ship Method Cost: 8 motes Duration: One Day Type: Simple Minimum Sail: 2 Minimum Essence: 2 Prerequisite Charm: Dread Sailor Technique Description: The Deathknight summons’s forth a crew of semi-corporeal spirits to sail the ship, they can be seen fading in and out of physical reality as things need adjusting. They never get sea-sick or tired, they cannot be thrown overboard, and have a dice pool equal to the Deathknights essence for any tasks relating to sailing the ship.

Haunted-Ship Prana Cost: 7 motes, 1 Willpower Duration: One Day per point of permanent essence Type: Simple Minimum Sail: 3 Minimum Essence: 2 Prerequisite Charm: Ghost-Ship Method Description: This Charm summons up a horde of minor but malevolent spirits to interfere with the operation of an enemy vessel. The rigging is constantly coming undone, supplies are shifted around, and minor repairs are almost constantly required. For the duration of the charm, the crew of the effected vessel have all sailing difficulties raised by the Death Knights

Duration: One Scene Type: Simple Minimum Sail: 3 Minimum Essence: 2 Prerequisite Charm: Dread Sailor Technique Description: Drawing upon the great sailors of the past, the Death Knight, increases their own apparent skill at sailing by decreasing the difficulty of tasks before them. Each two motes invested in this charm reduce the difficulty (not the target number the difficulty.) of all sailing tasks that the Death Knight attempts for the rest of the scene, to a minimum of 1.

Scourge of the Sea’s Meditation Cost: 3 motes per target Duration: One Scene Type: Simple Minimum Sail: 3 Minimum Essence: 3 Prerequisite Charm: Perfect Pirate Method Description: This charm allows the Death Knight to interfere with the ability of another sailor, it is normally used on crew from an enemy vessel to slow escape (or pursuit) or in an attempt to critically weaken the ship in a storm or the like, it has been known to be used as a vehicle to murder a crew member on the Death Knights own ship however. The target’s sail dice pool is reduced by the Death Knights permanent essence for the rest of the scene, to a minimum of the targets essence rating.

Cursed Ship Malediction Cost: 10 motes, 1 Willpower Duration: Varies Type: Simple Minimum Sail: 4 Minimum Essence: 3 Prerequisite Charm: Scourge of the Sea’s Meditation Description: This powerful charm allows the Death Knight to inflict a curse upon the ship they target it at. The ship must not be in sight of land, however the Death Knight must be close enough to yell out the curse upon the crew and be heard. When this charm is invoked, the Death Knight rolls a number of dice equal to her permanent essence for each member of

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by the Death Knights essence score.

Friendship Murdering Method Cost: 7 motes, 1 Willpower Duration: Instant Type: Simple Minimum Socialize: 4 Minimum Essence: 2 Prerequisite Charm: Poisoned Well Meditation Description: This potent charm allows the Death Knight to hack at the bonds of common friendship that connect people. The Death Knight makes an statement to the effect that a certain person may not really be the targets friend. The statement can seem as trivial or joking as the Death Knight likes, but they have an effect on the target. Once this charm is enacted the Death Knight and the Target enter into an opposed roll of willpower + essence. Each net success weakens the friendship by a small amount. Net successes fade at the rate of 1 per week, unless so long as the friendship persists, however the Death Knight can use this charm again to add more. If the Death Knight botches, the target realizes that magic is being used on them. The Death Knight must accumulate a number of successes equal to the years of the original friendship (meaning one year or less only requires a single net success.) In order to totally end it. Once this has happened, the characters involved must slowly undergo the process of becoming friends again, as if their original friendship had never happened. They remember everything that passed before, it simply no longer matters.

Truth Burying Prana Cost: 1 mote per dice Duration: Instant Type: Simple Minimum Socialize: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Death Knight tells a lie with near perfect technique. Each mote invested in this charm removes one dice from their opponents Perception + Socialize dice pool for purposes of detecting a lie effectively. No more dice can be removed in this way than the Death Knight has in Manipulation + Socialize. The opponents dice pool cannot be lowered to less than

permanent essence score, making even trivial voyages extremely difficulty and difficult ones, deadly.

Marry Celeste Meditation Cost: 8 motes Duration: One Day Type: Simple Minimum Sail: 5 Minimum Essence: 4 Prerequisite Charm: Cursed Ship Malediction, Haunted Ship Prana Description: The Death Knight calls upon the powers of the underworld, to give the crew of an enemy ship a nameless watery grave far out to sea. Like Cursed Ship Malediction, the vessel must be out of sight of land, and able to hear the Death Knight speaks the curse. The being with the highest essence on the target vessel makes an opposed essence roll with the Death Knight, if the target wins the charm has no effect, if the Death Knight wins, that vessel will never again find land. (Though its crew might find another way to do so, such as using magic to carry them off the ship, or attempting to swim or ride a whale.)

Socialize

Intimations of Mortality See Storytellers Guide

Poisoned Well Meditation Cost: 6 motes Duration: One Day Type: Simple Minimum Socialize: 3 Minimum Essence: 2 Prerequisite Charm: Intimations of Mortality Description: The Death Knights dark whispers slowly spread through out a social circle, warning them against a certain person, making them seem to be up to something, or not entirely honest. This charm affects a social circle no larger in members than the Death Knights Socialize score. While this charm is in effect, any presence, socialize, or performance rolls the person targeted makes regarding the circle effected by the charm, are considered to be at a higher difficulty

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Motive Concealing Method Cost: 5 motes, 1 willpower Duration: One Scene Type: Simple Minimum Socialize: 3 Minimum Essence: 2 Prerequisite Charm: Truth Burying Prana Description: For the duration of this charm the Death Knight’s true motives are cloaked, behind a cloak of essence. No mundane or magical method can determine their true motivations or allows someone to realize they are lying.

Twice Bitten Prana Cost: 7 motes, 1 Willpower Duration: One Day Type: Simple Minimum Socialize: 4 Minimum Essence: 3 Prerequisite Charm: Motive Concealing Method,

their essence rating.

Mistake Hiding Method Cost: 6 Motes Duration: One Scene Type: Simple Minimum Socialize: 3 Minimum Essence: 2 Prerequisite Charm: Truth Burying Prana Description: This charm allows the Death Knight to quietly pass through a social setting they are unfamiliar with, and have their various mistakes from lack of understanding pass unnoticed. While this charm is in effect no one will notice that the Death Knight is being anything less then perfectly well behaved, unless they draw attention to themselves. While this charm will never allow the Death Knight to be a conversational powerhouse, while their table manners are terrible, but it will allow them to quietly sit out the meal and listen, without causing offense.

Socialize

Intimations of Mortality

Poisoned Well Meditation

Friendship Murdering Method

Truth Burying Prana

Mistake Hiding Method

Motive Concealing Method

Twice Bitten Prana

Inverted Loyalties Method

Blame Shifting Incarnation

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action rather than the Death Knight. The only person immune to the charm is the one being blamed; however those effected saw her do it with their own eyes…

Ride

Dire Horse-Riding Method Cost: 1 mote Duration: One Scene Type: Simple Minimum Ride: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Deathknight calms their mount, preventing it from reacting badly to the Death Knight, Walking Dead or Ghosts, a vitally important skill, if one plans to ride among an army of the dead.

Horse’s Skull Meditation Cost: 5 motes, 1 Willpower Duration: Instant Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charm: Dire Horse-Riding Method Description: This charm allows the Deathknight to raise the corpse of a dead mount, into a skeletal horse for its rider to enter into battle with, the undead mount, never gets spooked or fails a Valor roll, unfortunately it is slow and shambling as all the walking dead, and moves only half as fast as a regular horse.

Black Rider Method Cost: 3 motes Duration: One Scene Type: Simple Minimum Ride: 3 Minimum Essence: 2 Prerequisite Charm: Dire Horse-Riding Method Description: The Death Knight whispers into the ear of their living mount, and its heart fills with the Cold embers of the Underworld. Its hoof-prints leave frost on the ground where it stood for the rest of the scene, however it the horse is also impossible to spook, and the Death

Mistake Hiding Method Description: This insidious power, temporally makes the target forget that the Death Knight is a sneaky, good-for nothing, self interested scum-sucker, and instead makes the target treat her like they would based only on times the Death Knight has been helpful and friendly. This almost always inclines them to trust the Death Knight as all they can remember are the good things. At minimum the Death Knight gets fair neutral treatment out of the character. This charm is automatically effective on mortals, but Exalted get an opposed willpower + essence roll to resist. The truly insidious part of this charm is that it is fully effective even if the subject has fallen for it before.

Inverted Loyalties Method Cost: 10+ motes, 1 Willpower Duration: One Scene Type: Simple Minimum Socialize: 5 Minimum Essence: 3 Prerequisite Charm: Friendship Murdering Method, Twice Bitten Prana Description: This power allows the Death Knight to swap out his position in a persons mind with another person as far as loyalties are concerned. The target gets an opposed willpower + essence roll to resist, but if they fail they must treat the Death Knight as a trusted ally of the Death Knights choice, while treating the trusted ally, as they would normally treat the Death Knight. This charm can be used on multiple targets at once, for an additional cost of 3 motes per target.

Blame Shifting Incantation Cost: 8 Motes, 1 Willpower Duration: Instant Type: Simple Minimum Socialize: 5 Minimum Essence: 4 Prerequisite Charm: Inverted Loyalties Method Description: This dark magic allows the Death Knight to take an action (such as snapping a child’s neck or attacking an ally) and in the next round speak a brief incantation. Any who hear must roll willpower will a difficulty of the Death Knights essence. Any who fail come to believe that another person nearby, performed the

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at its full normal movement rate, fights like the greatest war-horse available and has a flaming breath attack, (+3 Acc, +3 Sped, No defense, 8L damage, 5 yards range.)

Stallion of Darkness Style Cost: 10 motes, 1 Willpower, 1 xp Duration: Instant Type: Simple Minimum Ride: 5 Minimum Essence: 4 Prerequisite Charm: Dancing Nightmare Prana Description: This charm is identical to Dancing Nightmare Prana, except that it can be used on either a living or a dead horse and the effects are permanent. A Death Knight can have no more of these powerful mounts than their permanent essence score at any one time.

MELEE

Knight may add their essence in dice to their Ride dice pool. They can treat even the most broken down nag as a warhorse and coax it into combat vs. a fire-wielding sorcerer if they choose while this charm is in effect, though it does not actually improve the physical abilities of the horse.

Dancing Nightmare Prana Cost: 10 motes, 1 Willpower Duration: One Day Type: Simple Minimum Ride: 5 Minimum Essence: 3 Prerequisite Charm: Horse’s Skull Meditation, Black Rider Method Description: This Charm allows the Deathknight to imbue their skeletal mount with great power for the rest of the day. It seems to breath fire from its nostrils, and leave shadows fading behind it as its only footprints. It seems almost to run on the air. For the duration of this charm the horse can cross any terrain, even water

Ride

Dire Horse-Riding Method

Horse’s Skull Meditation

Black Rider Method

Dancing Nightmare Prana

Stallion of Darkness Style

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attacks made so far in the round to attack again. (Example, the second attack the character makes in a round costs 4 motes, the third 6 the forth 8 – for a total so far of 18 motes.)

Bloodthirsty Blade Vortex Cost: 5 motes, 1 Willpower Duration: Instant Type: Extra-Action Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charm: Keening Blade Attack Description: The Abyssal Exalted makes a single attack roll, however as they do so their blade’s cold dark shadow, the spiritual essence of the harm that it does appears multiple times around her. She may direct these shadows to attack multiple or the same target in any combination she chooses using the original attack successes. The total number of shadows is equal to the Death Knight’s melee score minus one for their actual attack.

Hungry Dead Attack Cost: 1 Mote Duration: Instant Type: Supplemental Minimum Melee: 2 Minimum Essence: 1 Prerequisite Charm: Entopic Strike Description: This allows the Abyssal Exalted to ensure that their blows deal more damage, by reducing their opponent’s resistance to harm, making bones and armor fragile, and ill-equipped to prevent damage. Each additional attack success scored on an attack using this charm reduces the opponents soak by 1 point for purposes of soaking this attack only to a minimum of 1.

Soul-Eating Strike Cost: 1 Mote per Health Level Duration: Instant Type: Supplemental Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charm: Hungry Dead Attack Description: This charm allows the Abyssal Exalted to ensure that

Entopic Strike Cost: 1 Mote per Dice Duration: Instant Type: Supplemental Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This charm allows the Abyssal Exalted to ensure that their blows strike with little resistance, rendering dodges pathetic, and parries feeble with their dark magic’s. Each mote invested in this charm reduces any dodge or parry attempt made against the attack by 1 dice. No more dice can be removed in this way than the Death Knight has in Dexterity + Melee. As always the targets dice pool can be reduced to no less than their permanent essence score.

Bleeding Blade Strike Cost: 2 Motes Duration: Instant Type: Supplemental Minimum Melee: 2 Minimum Essence: 1 Prerequisite Charm: Entopic Strike Description: This Charm allows the Abyssal Exalted to imbue their weapon with additional hunger for blood. The weapon takes on a red sheen as it strikes. The final damage from the attack is doubled, after soak but before it is rolled, and the blades hungry edge draws the very life-force from its opponents body.

Keening Blade Attack Cost: Varies Duration: Instant Type: Extra-Action Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charm: Bleeding Blade Strike Description: The Abyssal Exalted’s Blade begins to keen and wail at its hunger for blood. Not satisfied with a single taste, the blade whips around desperately seeking warm flesh to satiate its hunger. The Abyssal Exalted may make additional attacks so long as they continue to feed their blades hunger, the blade must absorb a number of motes equal to twice the total number of

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Prerequisite Charm: Depths of the Abyss Block Description: This Charm allows the Abyssal Exalted to reduce the dice pool of any single attack they are aware of, by their full Dexterity + Melee dice pool including Specialties and weapon bonuses. This charm stacks with Depths of the Abyss Block, but together or alone, they attackers dice pool cannot be reduced to less than their permanent essence.

Inferno of Shadows Stance Cost: 5 motes Duration: Instant Type: Reflexive Minimum Melee: 3 Minimum Essence: 2 Prerequisite Charm: Light Swallowing Defense Description: This Charm allows the Abyssal Exalted to reduce the dice pool of every attack they are aware of, by their full Dexterity + Melee dice pool including Specialties and weapon bonuses. This charm stacks with Depths of the Abyss Block (Though not Light Swallowing Defense), but together or alone, they attackers dice pool cannot be reduced to less than their permanent essence.

Oblivion Blow Defense Cost: 3 motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Melee: 4 Minimum Essence: 3 Prerequisite Charm: Inferno of Shadows Stance Description: This charm allows the Death Knight to channel a massive amount of entopic energy into a single attack. If the attack can be parried, it automatically fails. Even the attacks of powerful beings such as Yozi or the Servants of the Incarna can be deflected with this charm.

Raging Inferno of Shadows Stance Cost: 5 motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Melee: 5 Minimum Essence: 3

their blade cuts deep by focusing their death energies into a keen edge at the blade itself. Each mote invested in this charm allows the Death Knight to remove one dice from the final damage before it is rolled and treat it as an automatic success. No more dice may be removed in this way than the Death Knight has permanent essence.

Soul and Flesh Devouring Blow Cost: 5 Motes Duration: Instant Type: Supplemental Minimum Melee: 5 Minimum Essence: 3 Prerequisite Charm: Soul-Eating Strike, Bloodthirsty Blade Vortex Description: This charm allows the Abyssal Exalted to deliver a blow that sears and burns any mortal creature it strikes. The character calculates hit and damage normally, except that the damage is aggravated. This charm has no effect on beings with essence scores of 2 or higher.

Depths of the Abyss Block Cost: 1 Mote per Dice Duration: Instant Type: Supplemental Minimum Melee: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This charm allows the abyssal to drain the strength and disrupt the accuracy out of blows their opponent directs at them, making it easy to deflect them. Each mote invested in this charm reduces an opponent’s dice pool to attack them by 1 dice, to a minimum of their opponents permanent essence score. No more motes can be invested in this charm than the abyssal Exalted’s full parry dice pool including specialties and weapon bonuses.

Light Swallowing Defense Cost: 2 motes Duration: Instant Type: Reflexive Minimum Melee: 2 Minimum Essence: 1

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Martial Arts Shade Dodge Cost: 3 Motes Duration: One Turn Type: Supplemental Minimum Martial Arts: 2 Minimum Essence: 1 Prerequisite Charm: None Description:

Prerequisite Charm: Inferno of Shadows Stance Description: This Charm allows the Abyssal Exalted to reduce the dice pool of every attack they are aware of, by their full Dexterity + Melee dice pool including Specialties and weapon bonuses, For the rest of the scene. This charm stacks with Depths of the Abyss Block (Though not Light Swallowing Defense or Inferno of Shadows Stance), but together or alone, they attackers dice pool cannot be reduced to less than their permanent essence.

Melee

Entopic Strike

Hungry Dead Attack

Soul-Eating Strike

Soul and Flesh Devouring Strike

Bleeding Blade Strike

Keening Blade Attack

Bloodthirsty Blade Vortex

Depths of the Abyss Block

Light Swallowing Defense

Inferno of Shadows Stance

Oblivion Blow Defense

Raging Inferno of Shadows Stance

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stepping out of their suddenly appearing shadow. Oblivion Strike Cost: 2 Motes Duration: Instant Type: Supplemental Minimum Martial Arts: 3 Minimum Essence: 1 Prerequisite Charm: None

The Exalt momentarily surrounds themselves in a warping cacophony of shadows making her exact position difficult to determine, they may add their Martial Arts score to all dodge attempts they make this turn. Shadow Leap Cost: 3 Motes Duration: Instant Type: Reflexive Minimum Martial Arts: 3 Minimum Essence: 1 Prerequisite Charm: None Description: The Exalt steps into their own shadow and appears anywhere within Essence x 10 yards that they can see,

Oblivion StrikeShade Dodge Shadow Leap

Oblivion Form

Cloak of Shadows

Oblivion Shroud

Labyrinthine Deflection

Sorcery Obliterating Block

Magic Deflecting Maze Stance

Obliterating Hands Form

Obliterating Attack

Black Hole Kick

Soul-Severing Prana

Martial Arts

Oblivion Style Martial Arts An Arcane form of Martial Arts practiced by the Deathlords and Abyssal Exalted. Many of its charms involve knowledge of the occult in addition to mundane fighting skills

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Minimum Essence: 3 Prerequisite Charm: Obliterating Hands Form Description: The Exalt summons forth the very energies of the void, and projects them through her hands at their opponent. This attack must be made with bare hands, no weapon can channel the powers of the abyss. The Attack is resolved normally, but the damage is aggravated rather than bashing.

Black Hole Kick Cost: 8 Motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Martial Arts: 5 Minimum Occult: 4 Minimum Essence: 3 Prerequisite Charm: Obliterating Attack Description: The Exalt Summons forth the immense power of the Abyss and the darkness therein, and unleashes a mighty attack. This attack like darkness itself slips past all mundane protection. The damage from this blow can only be soaked using stamina and soak-increasing charms, it ignores armor completely.

Soul-Severing Prana Cost: 10 Motes, 1 Willpower, 1 Health Level Duration: Instant Type: Supplemental Minimum Martial Arts: 5 Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charm: Obliterating Attack Description: This powerful charm pairs with an attack launched by the Exalt. If the attack causes at least one health level of damage, then the power of the abyss immediately tries to draw the targets soul downward to its final resting place. The Exalt and the Target make opposed rolls the Exalt making Essence + Martial Arts, and the target making Stamina + Endurance if the Exalt wins, their target is instantly slain.

Oblivion Shroud Cost: 7 Motes Duration: One Scene Type: Reflexive

Description: Wrapping their stance in a series of decoy striking shadows, the Exalt makes their attack extremely difficult to dodge; they may double their martial arts score for their Dexterity + Martial Arts dice pool to land a single attack

Oblivion Form Cost: 5 Motes Duration: One Scene Type: Reflexive Minimum Martial Arts: 4 Minimum Essence: 2 Prerequisite Charm: Oblivion Strike, Shadow Leap, Shade Dodge Description: For the rest of the scene the Exalt is wrapped in a cloak of shifting shadows, making it very difficult to fight them. They may add their Martial Arts, to their dice pool for any Stealth, hand-to-hand attack or dodge roll for the rest of the scene. This bonus is separate and cumulative with all other bonuses that they possess. Only one form type Martial Arts charm may be activated at one time, activating a new one automatically causes the character to drop the other one.

Obliterating Attack Cost: 5 Motes Duration: Instant Type: Supplemental Minimum Martial Arts: 4 Minimum Essence: 3 Prerequisite Charm: Oblivion Form Description: The Exalt summons the energies of decay and void into their hands, and concentrates them in their blows for the rest of the scene. These destructive energies cause their bare-handed attacks to cause Lethal damage.

Obliterating Attack Cost: 6 Motes, 1 Willpower, 1 Health Level Duration: Instant Type: Supplemental Minimum Martial Arts: 4 Minimum Occult: 2

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their Dice pool for purposes of a single parry. However if the attack they are blocking is composed of pure essence (Elemental Bolt, or Burst, Phantom Arrow, etc) They may also add their essence rating as an additional bonus that is separate from and cumulative with other dice pool enhancing charms. Sorcery Obliterating Block Cost: 15 Motes, 1 Willpower Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Occult: 4 Minimum Essence: 4 Prerequisite Charm: Labyrinthine Deflection Description: The Exalt may shatter a spell of the Terrestrial Circle that is aimed at her. Even an area effect spell may be destroyed in this way so long as the Exalt is in the are of effect. Successfully shattering the spell requires a Wits + Martial Arts roll difficulty equal to the permanent essence of the casting Sorcerer. Using this charm to shatter a spell holds the same dangers as using emerald Countermagic. Magic Deflecting Maze Stance Cost: 10 Motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Martial Arts: 5 Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charm: Labyrinthine Deflection Description: The Exalt surrounds themselves with a maze-like enclosure of Entopic essence, making it more difficult for attacks enhanced by charms to effect them. Any attack or damage roll made against the Exalt using this charm that is in any way affected by a charm, has its difficulty raised by the Exalt using this charms

Minimum Martial Arts: 4 Minimum Essence: 3 Prerequisite Charm: Oblivion Form Description: The Character wraps themselves in a shroud of darkness and oblivion that helps them absorb damage, for the rest of the scene they may add their Martial Arts to their Bashing and Lethal soak, as the shroud sucks away energy from incoming attacks.

Cloak of Shadows Cost: 5 Motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Martial Arts: 4 Minimum Essence: 2 Prerequisite Charm: Oblivion Shroud Description: The Exalt wraps themselves in the Shroud of the grave, effectively disappearing from sight. This can be done even if the Exalt is in plain sight, however it might be possible to guess where she is from her last known position. Any action that would rely on knowing the Exalts position is given a penalty, this penalty is the same as the difficulty on a Perception + Awareness roll to even have a chance to notice her presence. (Combined with some regular stealth, this can make the Exalt almost impossible to find.) The penalty starts at 1 assuming those attempting the action were just made aware of her location. Each round that she does not give away her position, increases the penalty by 1, to a maximum of 5. The Awareness + Perception roll to notice she is around with no prior knowledge is difficulty 5. Labyrinthine Deflection Cost: 3 Motes Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Occult: 2 Minimum Essence: 3 Prerequisite Charm: Oblivion Shroud Description: The Character attempts to deflect an incoming attack with the labyrinth-like energies that pool in the depths of the underworld, even one that is composed of pure essence, such as elemental bolts, or phantom arrows. They may add their Martial Arts score to

Stygian Style Martial Arts Is a highly improbable style that centers on, tremen-dous physical skills. Sometimes called Netherworld Kung Fu by younger Exalts, practiced by Deathlords, Deathknights, and specialty trained Forgotten Caste Assassins

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and they may not more than double the total number of successes + essence.

River Styx Form Cost: 8 Motes Duration: One Scene Type: Supplemental Minimum Martial Arts: 4 Minimum Essence: 3 Prerequisite Charm: Raging River Offense, Wending River Defense Description: The Exalt takes upon themselves the character of the winding twisting, raging, but deceptively calm river of the Underworld. For the rest of the scene they double their martial arts score for the purposes of attacking and defending dice pools, this also expands the maximum number of additional successes they can purchase with other charms in this tree. Only one Martial Arts form-type charm may be active on a given character at a time, enacting another causes the character to have to drop the one they are currently using.

Twisting River Stance Cost: 5 Motes, 1 Willpower Duration: One Scene Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charm: River Styx Form Description: The Exalt, becomes a twisting sliding tempest of skill, when this charm is enacted, making it very difficult to hit them. The character may reflexively dodge or parry all incoming attacks, even ones they are not aware of with their Martial Arts trait only. However this includes bonuses from River Styx Form. If parried with a regular dodge, or parry the effects stack and their Martial Arts Trait acts as a dice pool bonus.

Waves on the Shore Attack Cost: 5 Motes, 1 Willpower Duration: Instant Type: Extra Action Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charm: River Styx Form

permanent essence.

River Styx Style Lure of the River Styx Cost: 1 Mote Duration: Instant Type: Reflexive Minimum Martial Arts: 2 Minimum Essence: 1 Prerequisite Charm: None Description: The Exalt projects the powers of the underworld, at an opponent, disrupting their concentration with the deceptively luring powers of the River Styx. The opponent subtracts the Exalts Martial Arts from their initiative rating. This Charm also negates charms like Thunderclap Rush Technique that allow automatic imitative

Wending River Defense Cost: 2 Motes per success Duration: Instant Type: Reflexive Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charm: Lure of the River Styx Description: The Exalt attempts either a dodge or parry roll, after the roll is made they may purchase additional successes at a cost of 2 motes each. They may purchase no more successes in this way than their Martial Arts + Essence and they may not more than double the total number of successes + essence.

Raging River Offense Cost: 3 Motes per success Duration: Instant Type: Supplemental Minimum Martial Arts: 3 Minimum Essence: 2 Prerequisite Charm: Lure of the River Styx Description: The Exalt makes a Martial Arts Attack roll; after the roll is made they may purchase additional successes at a cost of 3 motes each. They may purchase no more successes in this way than their Martial Arts + Essence

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Description: The Exalt may block a single incoming attack they she is aware of without a roll. Any attack to which a parry action is applicable is automatically deflected, including the attacks of beings such as Yozi and Deathlords. However the cost is great, the Health Level lost to this charm is Aggravated.

Stygian Undertow Strike Cost: 8 Motes, 1 Willpower, 1 Health Level Duration: Instant Type: Supplemental Minimum Martial Arts: 5 Minimum Essence: 3

Description: The Exalt becomes a furious rain of blows, unleashing the hidden rage of the Underworld River, they may make a number of additional attacks in this turn equal to their essence rating, so long as they use their Martial Arts ability.

Depths of the Styx Block Cost: 5 Motes, 1 Willpower, 1 Health Level Duration: Instant Type: Reflexive Minimum Martial Arts: 5 Minimum Essence: 3 Prerequisite Charm: Twisting River Stance

Lure of theRiver Styx

W ending River Defense

Raging River Offense

River Styx Form

Twisting River Stance

W aves on the Shore Attack

Depths of the Styx Block

Stygian Undertow Strike

Darkness of the Styx Blow

Memory Tearing Attack

Martial Arts

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Archery Death Tainted Arrow Cost: 1 Mote per Dice Duration: Instant Type: Supplemental Minimum Archery: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This charm empowers an arrow being fired from the bow of the Death Knight with an entopic vortex that makes it difficult to avoid. Each mote invested in this charm reduces the enemies Dexterity + Dodge or Dexterity + Parry dice pool, by one, to a minimum of their permanent essence. No more motes may be invested in this charm than the Death Knight has Strength + Archery.

Hail of Shadows Cost: 3 Motes per additional arrow Duration: Instant Type: Extra-Action Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charm: Death Tainted Arrow Description: This charm allows the Death Knight to conjure shadows of the arrow they have fired from there bow in mid-air. These arrows can appear along the same trajectory as the original one or tangential to them, allowing them to be aimed at the original target or another. They use the same attack roll and base damage as the arrow fired. No more arrows can be conjured in this way than the characters permanent essence.

Shot of Stillness Cost: 2 Motes Duration: Instant Type: Supplemental Minimum Archery: 2 Minimum Essence: 1 Prerequisite Charm: Death Tainted Arrow Description: The Death Knight creates a channel of entropy between himself and his target at the instant his arrow

Prerequisite Charm: Waves of the Shore Attack Description: The Exalt makes a single Martial Arts attack, they make the hit roll normally, but no matter how well their opponent parries or dodges they attack still lands and deals damage. Only Heavenly Guardian Defense, Life Saving Attitude, or a similar total defense charm can deflect or avoid this attack

Darkness of the Styx Cost: 5 Motes, 1 Willpower Duration: One Scene Type: Supplemental Minimum Martial Arts: 5 Minimum Essence: 4 Prerequisite Charm: Waves of the Shore Attack Description: The Exalt summons forth the cold and Darkness of the Underworld in her hands, and feet, for the rest of the scene, anytime she strikes a supernatural opponent and deals at least one Health Level of Damage, she also draws forth a number of essence motes equal to her permanent essence score, from their essence pool and adds them to her own.

Memory Tearing Attack Cost: 10 motes, 1 willpower, 1 Health Level Duration: Instant Type: Supplemental Minimum Martial Arts: 5 Minimum Essence: 5 Prerequisite Charm: Depths of the Styx Block, Darkness of the Styx Blow, Stygian Undertow Strike Description: The Exalt summons forth the ultimate power of the Underworld River, the power to steal memories. The Exalt attacks and resolves the attack normally, however if even a single health level of damage is dealt, the Exalt may name an ability and the target instantly looses all dots in that skill as the knowledge is torn from their mind, they also loose the ability to loose any charms they no longer qualify for. This knowledge returns at the end of the scene. Dark rumors persist in the Underworld of Deathlords that have truly mastered this style, and are able to permanently removes peoples memories through it.

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the shade of an arrow used in a part battle. The shadow appears translucent and worn, but fires with the same deadly accuracy as any new arrow. It fades a moment after it hits or misses its target, and can be of any standard type desired by the Death Knight.

Striking Serpent Arrow Cost: 10 motes, 1 Willpower Duration: Instant Type: Supplementary Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charm: Underworld Arrow Description: The Death Knight concentrates a massive amount of

fires. This calms and destroys forces that might interfere with the shot, such as wind, rain, and hail. Though it does not negate magical defenses, any mundane interference is discounted and the roll made with no environmental penalties.

Underworld Arrow Cost: 1 Mote Duration: Instant Type: Reflexive Minimum Archery: 1 Minimum Essence: 1 Prerequisite Charm: None Description: This Charm allows the Deathknight to conjure forth

Archery

Death Tainted Arrow

Hail of Shadows Shot of Stillness

Underworld Arrow

Striking Serpent Arrow

Shot of Shadow Method

Final Death Arrow

Underworld Vortex Attack

Screaming Banshee Shot

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Type: Supplemental Minimum Archery: 2 Minimum Essence: 1 Prerequisite Charm: Underworld Arrow Description: This Charm allows the Death Knight to empower her arrow with the deathly forces of the underworld, causing their opponents defenses to crumble before it. The character subtracts their permanent essence from their opponents soak, with regards to this attack.

Screaming Banshee Shot Cost: 1 Mote per 2 soak Duration: Instant Type: Supplemental Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charm: Underworld Vortex Attack Description: The Death Knight channels the energies of the underworld into their arrow, empowering it with the rage of those executed under false presences. The arrows scream is bone-jarring and causes the target to subtract one dice from their dodge or parry dice pool. Each mote invested in this charm also reduces their soak by 2 points. No more motes of essence may be invested in this charm than the characters permanent essence.

Brawl Blistering Strike Cost: 1 Mote Duration: Instant Type: Supplemental Minimum Brawl: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Death Knight focuses their death-tainted essence into their hand to hand strikes; make their opponents less able to resist them. Though the attack enhanced by this blow still only deals bashing damage, it must be soaked by the opponent’s lethal soak. This charm is not effective on an armored opponent, but works perfectly against opponents using soak increasing charms.

death energy in the tip of their arrow as they fire it, causing truly massive damage in a shot. If the shot hits, the final damage after soak, but before it is rolled is multiplied by the Death Knights essence score, and the voracious energies consume all that they touch. If an attack is totally soaked, then it still only rolls a single dice of damage, the automatic dice is not multiplied.

Shot of Shadow Method Cost: 1 Mote per 2 dice of damage Duration: Instant Type: Reflexive Minimum Archery: 3 Minimum Essence: 2 Prerequisite Charm: Underworld Arrow Description: The Death Knight conjures forth an arrow formed purely of the energies of the underworld, and vaguely arrow-shaped mass of darkness fired from their bow. This arrow deals a base damage equal to twice the number of motes spent creating it, and no more motes can be invested in this charm than the character has permanent willpower. If the arrow strikes the living, including God-Blooded and Exalted, then it rolls a minimum number of damage dice equal to the archers permanent essence, no matter the targets soak. The arrow can be fired without any environmental penalties to a range of essence x 100 yards.

Final Death Arrow Cost: 10 motes, 1 Willpower Duration: Instant Type: Supplementary Minimum Archery: 6 Minimum Essence: 6 Prerequisite Charm: Shot of Shadow Method Description: The Death Knight conjures an arrow from the purest energies of Death itself. This arrow deals base damage equal to the characters essence score and the arrow can be fired without any environmental penalties to a range of essence x 100 yards. The Damage from this attack is Aggravated.

Underworld Vortex Attack Cost: 2 Motes Duration: Instant

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Cost: 2 Motes Duration: Instant Type: Simple Minimum Brawl: 4 Minimum Essence: 3 Prerequisite Charm: Withering Touch Description: The Death Knight charges their fist, with the powers of corruption and death. The attack enhanced by this Charm reduces the opponents Soak by 1 for each additional attack success. Furthermore it adds the Death Knights permanent essence, to the raw damage, and that damage is considered Lethal.

Stunning Blow Cost: 3 Motes Duration: Instant Type: Supplemental Minimum Brawl: 2 Minimum Essence: 2 Prerequisite Charm: Blistering Strike Description:

Withering Touch See Storytellers Companion

Heart Stopping Defense Cost: 1 Mote Duration: One Turn Type: Simple Minimum Brawl: 3 Minimum Essence: 3 Prerequisite Charm: Withering Touch Description: The Death Knight charges their anima, with the powers of corruption and death. Any attack made upon her with a bare-handed attack causes their opponent to have to soak lethal damage dice equal to the Death Knights permanent essence. Any attack made with a weapon not made of one of the five magical materials, is instantly shattered.

Fragile Bones Attack

Brawl

Blistering Strike

Withering Touch

Heart Stopping Defense

Fragile Bones Attack

Stunning Blow

Energy Disrupting Attack

Wave of Disorientation

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Type: Supplemental Minimum Thrown: 1 Minimum Essence: 1 Prerequisite Charm: None Description: The Death Knight instills the deadly essence of a carrion feeder into her weapon allowing it to avoid most blocks, and somehow hit even past the more pursuant dodges. Each mote invested in this charm subtracts 1 from the opponents dodge or parry dice pool, to a minimum of their permanent essence. No more motes can be spent on this charm than the Death Knight has Dexterity + Thrown.

Hungry Raptor Strike Cost: 1 Mote Duration: Instant Type: Supplemental Minimum Thrown: 2 Minimum Essence: 2 Prerequisite Charm: Tenacious Buzzard Shot Description: A thrown weapon empowered by this charm, seems to bit deeper into it target than it otherwise should, almost as though it had a life of its own, and was seeking to worm its way into the victim. The Death Knight adds their permanent essence to the blades raw damage.

Eagle seeks the Rabbit Cost: 4 Motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Thrown: 4 Minimum Essence: 3 Prerequisite Charm: Hungry Raptor Strike Description: The Death Knight charges their chosen weapon with the swooping seeking power of an Eagle on the Hunt. It makes a swooping attack, that dodges around armored portions of the target and hits an open spot. This attack ignores armor, the damage can only be soaked by stamina and soak increasing chrams.

None-Resistance Shot Cost: 1 Mote Duration: Instant

The Death Knight focuses the disruptive energies of the Underworld into their blows. So long as the attack enhanced by this attack hits (weather it deals damage or not.) the person so struck is disoriented and kept off balance. For a number of turns equal to the Death Knights essence they take a penalty equal to his Brawl score to their initiative.

Energy Disrupting Attack Cost: 5 Motes Duration: Instant Type: Supplemental Minimum Brawl: 3 Minimum Essence: 2 Prerequisite Charm: Stunning Blow Description: The Death Knight channels the energies of the underworld through a wound to increases the pain and disruption it causes to their opponent. The target struck with this charm takes an additional penalty on all dice pools equal to the number of health levels of damage dealt by this attack, for a number of turns equal to the Death Knights essence score. This penalty stacks with any wounded penalties.

Wave of Disorientation Cost: 4 Motes Duration: Instant Type: Simple Minimum Brawl: 4 Minimum Essence: 2 Prerequisite Charm: Stunning Blow Description: The Death Knight makes a gesture towards an opponent but does not actually strike them. The wave of negative energy that washes over them, disrupts their concentration and makes them sluggish. The Death Knight and the target engage in a opposed willpower roll, each net success the Death Knight gains, is one turn that the opponent automatically looses initiative to everyone in the fight.

Thrown Tenacious Buzzard Shot Cost: 1 Mote per Dice Duration: Instant

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as normal, but even if the Death Knight does not score enough successes to hit the target through their block or dodge, the blow still lands.

Type: Supplemental Minimum Thrown: 2 Minimum Essence: 1 Prerequisite Charm: Tenacious Buzzard Shot Description: The Death Knight stills all wind and other resistances to their throw allowing the weapon to sail much further through the air that it otherwise would. The range of any attack enhanced by this charm is tripled.

Assassin’s Eye Shot Cost: 3 Motes, 1 Willpower Duration: Instant Type: Supplemental Minimum Thrown: 4 Minimum Essence: 2 Prerequisite Charm: None-Resistance Shot Description: The Death Knight, charges their weapon with so much of the essence of death that they know it will hit its target without a doubt. The Attack is resolved

Thrown

Tenacious Buzzard Shot

Eagle Seeks the Rabbit

Non-Resistance Shot

Assassin’s Eye Shot

Hungry Raptor Strike