TEXT: Exalted Compendium : Gifts From The Gods ABBYSAL  11SEPT02 
   
   
  Page 1 
   
  www.exaltedcompendium.com  
  Gifts from The Gods 
   
   
  Artwork : Unknown 
  Abbysal Charms 
  Last updated : 
  10th day of the Descending Fire, Realm Year 769 
  30th September 2002 
   
  Document Maintained by Silesia DeuMachinus 
  Email : silesia@optusnet.com.au 
   
  ICQ # : 7102371 
   
   
  Last Charm Added : Ebon Claws Method
   
  
  Exalted Compendium : Gifts From The Gods ABBYSAL  30SEP02 
   
   
  Page 2 
  Table Of Contents  
  Abbysal Charms.............................................................1 
  ARCHERY CHARMS................................ 3 
  BRAWL CHARMS .................................... 5 
  MARTIAL ARTS CHARMS...................... 5 
  MELEE CHARMS.................................... 11 
  THROWN CHARMS ............................... 13 
  PERFORMANCE CHARMS ................... 13 
  PRESENCE CHARMS............................. 13 
  SURVIVAL CHARMS............................. 14 
  MEDICINE CHARMS ............................. 14 
  OCCULT CHARMS................................. 16 
  ATHLETICS CHARMS ........................... 18 
  AWARENESS CHARMS ........................ 18 
  DODGE CHARMS................................... 20 
  STEALTH CHARMS ............................... 20 
  SAIL CHARMS........................................ 20 
  Appendix a : Document History............................ 22 
  
  Exalted Compendium : Gifts From The Gods ABBYSAL  30SEP02 
   
   
  Page 3 
  ARCHERY CHARMS 
   
  Black Arrow 
  write by Blue Moon  
  Cost:    
   
  5  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  2  
  Minimum Essence:   
  2  
    
  The exhalted enchants the arrow with the energy of the 
  shadowlands. The bolt leaves a hollow echo trailing it, and 
  when it hits, the target explodes into pain.  
   
  If the arrow hits, the target immediately (before soak) starts 
  functioning at a wound level one lower than her current one 
  (that is, -0 would become -1, -1 would become -2, -2 would 
  become -3, -4 would become -5). This continues untill the 
  arrow is removed. 
   
  Chilling Arrow 
  write by kattkin  
  Cost:    
   
  2 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  2  
  Minimum Essence:   
  2  
    
  The character concentrates Essence in an arrow and then 
  launches it, coating it in an icy aura. This Charm adds damage 
  dice equal to the character's Essence score. These arrows are 
  cold enough to freeze liquids and a single arrow under the 
  affects of Chilling Arrow can freeze roughly 8 liters of liquid. 
   
  Terrible Strike 
  write by kattkin  
  Cost:    
   
  1 mote per die penalty  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  1  
  Minimum Essence:   
  1  
    
  The character extends her anima into the shaft of her arrow, 
  making it preternaturally likely to strike its target. For each 
  mote of Essence the player spends, he may reduce his target's 
  parry or dodge pool by 1 die. The target's die pool to dodge or 
  parry cannot be reduced to less than their Essence score. The 
  player must decide how much Essence she is going to use in 
  this Charm prior to making the attack roll.  
   
  Bow of Midnight 
  write by Griever  
  Cost:    
   
  8 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Archery:   
  5  
  Minimum Essence:   
  3  
    
  This creates the bow of death essence, from which all shots are 
  soaked at –1 soak. The bow does damage equal to the 
  characters strength plus essence.  
   
  Black Bolt 
  write by Griever  
  Cost:   
  2 motes per dice of damage and -1 
  soak  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Archery:   
  4  
  Minimum Essence:   
  2  
    
  This fearsome attack allows the abyssal to forge her 
  ammunition of pure entropy, causing the target’s soak to be 
  reduced as the arrow’s damage increases the target’s soak and 
  damage may not exceed the abyssal’s permanent essence 
  score. 
    
  Shaft of the Night 
  write by Griever  
  Cost:    
   
  1 mote per arrow  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  3  
  Minimum Essence:   
  2  
    
  The target creates an arrow of the fabric of the night itself. 
  This arrow has a base damage of the characters permanent 
  essence. 
    
  Flash Freeze Strike 
  write by Griever  
  Cost:    
   
  5 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  3  
  Minimum Essence:   
  2  
    
  The target damaged by this foul attack is crippled, finding that 
  she looses a dice from all of the next rounds actions, above her 
  wound penalty. This charm cannot reduce a dice pool to less 
  than the targets permanent essence. 
   
  Chilling Arrow
  CHILL OF THE
  FROST
   
   
  Chill of the frost 
  
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  Page 4 
  write by Griever  
  Cost:    
   
  1 mote per die  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Chilling Arrow  
    
  The arrow becomes poisoned with the stuff of the dead, and 
  inflicts its poison on a target. The target of this arrow that is 
  damaged by it takes the above additional damage, and lowers 
  speed by the amount of damage she took for the next round.  
   
  Chilling Arrow 
  write by kattkin  
  Cost:    
   
  2 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  2  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Chill of the frost  
    
  The character concentrates Essence in an arrow and then 
  launches it, coating it in an icy aura. This Charm adds damage 
  dice equal to the character's Essence score. These arrows are 
  cold enough to freeze liquids and a single arrow under the 
  affects of Chilling Arrow can freeze roughly 8 liters of liquid. 
   
  NIGHT FALLS
  Shot in the
  Darkness
  Shadows Reach
  Barb of Night’s
  Cloak
  Night’s Passage
   
   
  Night Falls 
  write by Griever  
  Cost:    
   
  1 mote per –1 soak  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  2  
  Minimum Essence:   
  1  
  Following Charms:   
  Shot in the Darkness  
    
  This charm infuses the abyssal’s arrow becomes charged with 
  entropy, each mote drains the targets vitality by one point, 
  effectivly lowering the soak of flesh and armor by one dice per 
  mote spent up to the characters Essence + Archery  
   
  Shot in the Darkness 
  write by Griever  
  Cost:    
   
  1 mote  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  2  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Night Falls  
  Following Charms:   
  Shadows Reach, 
  Barb of Night’s Cloak  
    
  The abyssal exalted have a far greater edge in their natural 
  darkness and as such can attune their essence to better target a 
  subject in the darkness, when targeting consider any target in 
  shadow, even their own as completely non obscured when 
  applying modifiers for conditions.  
   
  Shadows Reach 
  write by Griever  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  3  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Shot in the Darkness  
  Following Charms:   
  Night’s Passage  
    
  The abyssal becomes so attuned to darkness that she is able to 
  warp space in the shadows, any attack the abyssal makes using 
  this charm is ranged from the nearest shadow to the target 
  other than it’s own if such is a lesser distance than normal.  
   
  Barb of Night’s Cloak 
  write by Griever  
  Cost:    
   
  5 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Archery:   
  4  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Shot in the Darkness  
  Following Charms:   
  Night’s Passage  
    
  The abyssal’s arrows become invisible, blending with their 
  surroundings, targets attempting to dodge her shots do so at 
  penalty equial to the abyssal’s permanent essence.  
    
  Night’s Passage 
  write by Griever  
  Cost:    
   
  7 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Archery:   
  5  
  Minimum Essence:   
  3  
  
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  Page 5 
  Prerequisite Charms:   
  Barb of Night’s Cloak, 
  Shadows Reach  
    
  This powerful charm causes the abyssal’ s arrows fired from 
  her bow to erupt from the shadows surrounding her target, 
  these shots are considered pointblank range, and the target 
  suffers a penalty to dodge and soak equal to the abyssal’s 
  permanent essence. 
  BRAWL CHARMS 
  Crushing Blow 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  One turn  
  Type:    
   
  Simple  
  Minimum Brawl:   
  1  
  Minimum Essence:   
  1  
    
  The 
  character 
  can 
  suffuse 
  his 
  body 
  with 
  Essence, 
  concentrating his anima until it is a howling, tangible force 
  around him, and making him capable of terrible destruction. 
  This charm must be used to attack inanimate objects and 
  halves the amount of soak those objects would normally 
  receive. This does not allow the character to ignore armor 
  soak, although it makes it easier to destroy the armor itself. 
   
  Slowing the Foot's
  Fall Technique
  RENDING FIST
   
   
  Rending Fist 
  write by kattkin  
  Cost:    
   
  1 mote  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Slowing the Foot's Fall Technique  
    
  When the Abyssal makes an attack, his opponents attempt to 
  parry or dodge is reduced by half. A character trying to defend 
  against this charm must make 2 successes per the Abyssal's 1. 
  (Four successes to dodge is actually 2 successes)  
  Any fractional successes left over are discarded.  
   
  Slowing the Foot's Fall Technique 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Reflexive  
  Minimum Brawl:   
  3  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Rending Fist  
    
  The character pours Essence into slowing the motions of those 
  around her. When Slowing the Foot's Fall is activated, all 
  others involved in combat (friend and foe) have their initiative 
  reduced by the character's Essence rating. If an Abyssal with 
  an essence of 3 used this charm, all those around her would be 
  at -3 initiative. 
  MARTIAL ARTS CHARMS 
  Ghostly Presence Prana 
  write by Awaikaze  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Martial Arts:   2  
  Minimum Essence:   
  2 
    
    
  The Abyssal learns to become as if one of the dead, silent and 
  ephemeral. By diffusing dark Essence around his form, he 
  may add his Essence rating to any single Stealth roll. 
   
  Obliviate 
  write by Griever  
  Cost:    
   
  Variable, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Brawl:   
  5  
  Minimum Essence:   
  3  
    
  The exalt focuses her entropy on an object, spending 3 motes 
  of essence per either point of soak or health level to be 
  removed, then rolls an unaided brawl roll. Each success deals 
  2 phantom damage to the object for one soul purpose, should 
  enough phantom damage be done to destroy the target, it 
  ceases to beleaving nothing of itself save for a fine dust. 
   
  Shatter 
  write by Griever  
  Cost:    
   
  6 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Brawl:   
  4  
  Minimum Essence:   
  1  
    
  The character rolls her brawl before striking an object, each 
  success above the difficulty is the multiplier by which the 
  entropy increases her strength for the purpose of breaking an 
  object : 
   
  Wood or glass  
   
  standard 
  Metal, reinforced oak  
  3 
  Stone, diamond   
  5 
   
  
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  Page 6 
  Grasp of Dust and Ash 
  write by Griever  
  Cost:    
   
  4 motes per round  
  Duration:   
   
  Varies  
  Type:    
   
  Simple  
  Minimum Brawl:   
  3  
  Minimum Essence:   
  2  
    
  The abyssal grasps or touches an object, each turn she remains 
  in contact it receives her essence in lethal damage that ignores 
  any soak. This attack is a quick answer to doors, though walls 
  and the like are hardly capable of being broken in combat this 
  way. This charm does not effect the five magical metals. 
    
  Rot 
  write by Griever  
  Cost:    
   
  1 mote per –3 on object soak  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  2  
  Minimum Essence:   
  1  
    
  The abyssal channels entropy into her fists and strikes an 
  inanimate object, her damage becomes lethal, and its soak is 
  reduced by three per mote spent as the object rots in her touch. 
  The abyssal may not spend more points in this than she has 
  dots in brawl. . This charm does not effect the five magical 
  metals.  
   
  Grasp of the Reaper 
  write by Griever  
  Cost:    
   
  10 motes, 1 willpower  
  Duration:   
   
  One scene  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  5  
  Minimum Essence:   
  2  
    
  For the rest of the scene the character is effected as if he was 
  under the effects of touch of death, this charm is fully 
  incompatible with weapons. 
    
  Touch of Death 
  write by Griever  
  Cost:    
   
  3 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  3  
  Minimum Essence:   
  2  
    
  This power amplifies that of withering touch and allows it to 
  breach metals protection, with this charm in effect, the abyssal 
  ignores half the targets armor soak and his unarmed attacks do 
  lethal damage. This charm is fully incompatible with weapons.  
   
  Touch of Decay 
  write by Griever  
  Cost:    
   
  1 mote  
  Duration:   
   
  One scene  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  4  
  Minimum Essence:   
  1  
    
  The exalt infuses her body with the essence of the underworld, 
  any unarmed attacks she makes this round are considered to do 
  lethal damage for the remainder of the scene. Thgis charm has 
  no effect on armor, and opponents wearing armor are immune 
  to its effects.  
   
  Withering Touch 
  write by Griever  
  Cost:    
   
  1 mote  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  3  
  Minimum Essence:   
  1  
    
  The Exalt cloaks her hands in the essence of death, any 
  unarmed attack the exalt makes causes lethal damage as 
  opposed to bashing. This power has no effect on armor 
  however, as metal is fully inorganic.  
   
  Fist of Dust 
  write by Griever  
  Cost:    
   
  one mote per –1 soak  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Brawl:   
  1  
  Minimum Essence:   
  1  
    
  The abyssal drains the target’ vitality with her control of death 
  essence, the target looses one soak per mote of essence spent 
  for this attack this charm has no effect on armor, and cannot 
  lower soak granted by armor. 
   
  
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  Page 7 
  STEPS OF
  THE SHADOW
  DRAGON
  Shadow Feint
  Ebon Dragon Form
  IMPRESSIONS
  OF THE VOID
  LIGHT-
  BANISHING
  GESTURE
  Night's Suffocating
  Embrace
  Ebon Dragon Roar
  Tenebrous Strike
  Ebon Dragon
  Breath
  Ebon Dragon
  Breath
  Song of Erembour
  Voice of All Fears
  Heart-Chilling Blow
  Far-Reaching
  Darkness
  Technique
  Ebon Claws
  Method
   
   
  Impressions in the Void 
  write by   
   
  Soleil  
  Cost:    
   
  5 motes  
  Duration:  
   
  One scene  
  Type:    
   
  Simple  
  Minimum Martial Arts:   2  
  Minimum Essence:   
  1  
  Following Charms:   
  Ebon Dragon Form  
    
  Impressions in the Void is the first step in learning the Charms 
  of the Ebon Dragon style. Deep in the maddening prison of 
  Malfeas, the Ebon Dragon has incepted this style of Martial 
  Arts as a grim parody of the Immaculate paths. He seeks to 
  lure Exalts into his grasp using the promise of these martial 
  powers as one of many tools to tempt them. 
   
  I am listing this Charm Tree as "Abyssal", but in truth it 
  should be regarded as Infernal (see Page 92, Games of 
  Divinity). Powerful Demon followers of the Ebon Dragon 
  might teach these 13 techniques to Exalts of any type in the 
  process of steering their moral compasses towards the Yozis. 
   
  Impressions in the Void, also known as "Ebon Dragon Sight", 
  allows a character to "feel" through darkness following a brief 
  meditation. Out to a certain range, the character's senses are 
  one with the dark - she can "feel" and discern things, as if the 
  surrounding darkness were her own touch. 
   
  A character who activates this charm takes no penalty for loss 
  of vision in darkness, whether that darkness is night or 
  magical in origin. Furthermore, she adds her Martial Arts in 
  automatic successes to her Awareness when rolling to perceive 
  anything within (Character's Essence x5) yards of the 
  character, when both she and the thing that she is perceiving 
  are in darkness. This makes her extremely difficult to ambush 
  at night. The extra successes cannot be applied to anything 
  that is not within range AND in the dark.  
   
  Light-Banishing Gesture 
  write by Soleil  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   3  
  Minimum Essence:   
  1  
  Following Charms:   
  Ebon Dragon Form  
    
  This Charm is the second technique of the Ebon Dragon style. 
   
  The character makes a swift motion with his arms, usually a 
  sharp clap of his hands, and light sources within (Character's 
  Essence x5) yards are all suddenly extinguished. 
   
  All conventional light sources are immediately snuffed out: 
  candles flicker and die, torches gutter and lanterns cease to 
  illuminate. If the source of light is magical in origin, make a 
  reflexive opposed roll, rolling the character's Essence against 
  the Artifact rating of the light source, or, if the light source is 
  another character, that character's Essence rating. This power 
  can snuff out the glow of a Caste Mark, and even an Anima 
  Banner. 
   
  This Charm has no effect on light from the Celestial Incarna 
  (i.e. natural sunlight, moonlight and starlight). It is also 
  ineffective against the light of Ligier, whether he is present as 
  the Green Sun of Malfeas, or present in his anthropomorphic 
  form. 
   
  Steps of the Shadow Dragon 
  write by Soleil  
  Cost:    
   
  4 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Martial Arts:   1  
  Minimum Essence:   
  1  
  Following Charms:   
  Shadow Feint  
    
  This is the third of the 13 Charms that comprise the Ebon 
  Dragon Style. 
   
  A character who activates this power momentarily moves as if 
  he were a shadow; he seems to glide weightlessly, sliding 
  across sufaces with liquid smoothness. 
   
  
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  Page 8 
  In the turn in which this Charm is activated, the character can 
  move up walls and across ceilings, as long as he maintains at 
  least walking speed. The surreal evasiveness of the character's 
  motions in this turn means that he adds his Martial Arts to his 
  Dodge rolls for the lenght of the turn. In the turn, the character 
  can also make reflexive dodges using just his Martial Arts 
  pool if he has no other way to dodge the attack (this does not 
  apply to surprise attacks).  
   
  Shadow Feint 
  write by Soleil  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Martial Arts:   3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Steps of the Shadow Dragon  
  Following Charms:   
  Ebon Dragon Form  
    
  The fourth Ebon Dragon Style technique, the Shadow Feint 
  allows a character to conjure a shadowy double. The silhouette 
  exists only for a split second, overlaid on the character. As the 
  character makes his move in combat, the shadowy double 
  veers the other way, throwing off an adversary's ability to keep 
  track of the Exalt. 
   
  In terms of rules, the character can add his Martial Arts pool to 
  a single dodge attempt, or add his Dodge pool to a single 
  Martial Arts move, usually an attack. This power can, of 
  course, be comboed (and thus "stacked") with Steps of the 
  Shadow Dragon, which could allow an Exalt to add his 
  Martial Arts to a dodge attempt twice.  
   
  Ebon Dragon Form 
  write by Soleil  
  Cost:    
   
  5 motes  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Martial Arts:   4  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Shadow Feint, 
  Light-Banishing Gesture, 
  Impressions in the Void  
  Following Charms:   
  Night's Suffocating Embrace, 
  Ebon Dragon Roar, 
  Tenebrous Strike  
    
  By executing a series of katas originally mastered by the 
  Yozis, the practitioner of this dark martial style invokes the 
  insidious power of the Ebon Dragon. His stance becomes 
  cloaked in silhouette, and his actions become very difficult to 
  perceive. 
   
  If the form is successfully performed, the character no longer 
  takes any penalties for fighting in dark conditions for the rest 
  of the scene. Whenever the Exalt makes an attack in this 
  scene, his target must achieve a single success on a reflexive 
  Perception + Awareness roll, or the attack counts as a surprise 
  attack; the target just did not see it coming out of the darkness 
  that now surrounds the Exalt. Any attempts to observe details 
  about an Exalt using this form, such as spotting what weapons 
  he is carrying, or noting the features of his face, add two to the 
  difficulty. This increased difficulty also applies to all 
  opponents' attempts to make "called shots" in the combat. 
   
  If the form is not invoked successfully, the motes of Essence 
  are wasted.  
   
  Night's Suffocating Embrace 
  write by Soleil  
  Cost:    
   
  7 motes, 1 willpower  
  Duration:  
   
  One hour  
  Type:    
   
  Simple  
  Minimum Martial Arts:   4  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Ebon Dragon Form  
  Following Charms:   
  Ebon Dragon Breath  
    
  Using the sixth technique of the Infernal Ebon Dragon style, 
  the Exalt, surrounds himself with supernatural darkness. The 
  black gloom extends outwards from the character in all 
  directions, out to a distance of (character's Essence x5) yards. 
  The cloak of shadows blocks out even the sun for all those 
  standing within its radius, and the dark is both cold and 
  suffocating. 
   
  All characters within this darkness suffer penalties for acting 
  in darkness, including the Charm's user, if he has not been 
  smart enough to activate another Charm from the Ebon 
  Dragon style to deal with the penalties. 
   
  Characters within the darkness, except for the Exalt who 
  activated the Charm, suffer a 1 die mobility penalty, and begin 
  to suffocate in the inky blackness. Treat this as the same as 
  drowning in extremely cold water (see the Exalted rulebook, 
  page 243). The suffocating ceases as soon as the victims leave 
  the darkness, but a wise user of this Charm will attempt to 
  keep his targets within its range.  
    
  Ebon Dragon Roar 
  write by Soleil  
  Cost:    
   
  10 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   4  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Ebon Dragon Form  
  Following Charms:   
  Ebon Dragon Breath, 
  Song of Erembour  
    
  
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  Page 9 
  This variation of a kiai shout harnesses the terrifying roar of 
  the Ebon Dragon, inspiring the sort of fear that a person would 
  also associate with the Dawn Caste Anima Power. 
   
  When a character uses Ebon Dragon's Roar, he rolls his 
  Essence + Martial Arts. All characters within earshot (except 
  for the deaf, automata and the walking dead) make reflexive 
  Valour rolls. Each character who does not achieve as many 
  successes as the Exalt suffers a 2 dice penalty when taking any 
  aggressive action towards the Exalt. This penalty lasts for as 
  many minutes as the number of successes that the Exalt scored 
  over the character. 
   
  If the Exalt using Ebon Dragon's Roar scores more extra 
  successes over a character than that character has Willpower 
  points, that character immediately flees in terror, as fast as 
  possible.  
    
  Ebon Dragon Breath 
  write by Soleil  
  Cost:    
   
  10 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   5  
  Minimum Essence:   
  4  
  Prerequisite Charms:   
  Ebon Dragon Roar, 
  Night's Suffocating Embrace  
    
  Ebon Dragon breath is an extremely potent weapon in combat, 
  and one of the most feared tactics that an Infernal Exalt can 
  muster. An Exalt who uses this power takes a level of Bashing 
  Damage herself. 
   
  The breath weapon is a blast of toxic, inky balckness that 
  billows out in a 45-degree arc from the Exalt's mouth, 
  reaching out to a range of twice her Essence in yards. All 
  creatures, friend or foe, caught in the area of effect are 
  affected by the blast. This attack cannot be blocked, but may 
  be dodged, if a character can cover enough ground to get clear. 
   
  The inky blackness clings to the eyes, blinding any character it 
  hits (apply appropriate penalties). The darkness also attempts 
  to claw its way down a victim's throat and afflict that victim 
  with a deadly poison. The difficulty for resisting the poison is 
  equal to the permanent Essence of the Exalt who used the 
  Charm. The difficulty rating is also the amount of Aggravated 
  damage that the Charm does if the poison is not successfully 
  resisted. If the poison is resisted, then it does 3 levels of Lethal 
  damage. The poison has a duration of 6 hours, and a -3 penalty 
  to its victims. 
   
  This power cannot poison inorganic beings. Against the 
  inorganic, it acts as an acid that does damage equal to the 
  Exalt's Essence, with 1-turn intervals, for 3 turns. For rules on 
  acid, see the Exalted rule book, page 244.  
   
  Song of Erembour 
  write by Soleil  
  Cost:  5 motes, 1 willpower  
  Duration:   
   
  Concentration  
  Type:    
   
  Supplemental  
  Minimum Martial Arts:   5  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Ebon Dragon Roar  
  Following Charms:   
  Voice of All Fears, 
  Heart-Chilling Blow  
    
  An Exalt who uses this Charm must achieve a single success 
  on a Performance roll each round, because it requires her to 
  sing. During combat, the act of singing is likely to cause 
  multiple action penalties for the performer, if she needs to 
  fight at the same time. 
   
  While it is being performed, the Exalt's song is infused with 
  the sinister power of Erembour, soul and servant of the Ebon 
  Dragon. Her song, in Malfeas, brings out the shadowy 
  denizens of the Yozi Realms whenever the Ebon Dragon casts 
  his shadow across the Green Sun. In Creation, an Infernal 
  Exalt who channels Erembour's song awakens the hidden, 
  frightening darkneses in the minds of men. Those who hear 
  the song feel haunted, beset by paranoia and psychological 
  demons that hover at the edges of their perceptions. The state 
  is enough to drive mortals, Exalts and even spirits, who may 
  fear the Yozis, to insanity. 
   
  When a character, other than the singer, hears the song 
  produced by this Charm, he must make a reflexive Willpower 
  roll. If he does not achieve any successes, he loses a point of 
  Conviction temporarily (it will return in an hour). He must 
  continue to make these Willpower rolls every turn in which he 
  can hear the song. If a character is reduced to Conviction 0 by 
  this Charm, he is incapacitated by madness, unable to act 
  because of the intensity of his delusions and personal demons. 
  The state of incapacity lasts until one hour after the singing 
  stops, when the character's Conviction starts to return at a rate 
  of 1 point per hour. 
   
  If the Performance roll is failed at any point, the Charm's 
  effects end. The song can only last for 10 minutes maximum.  
    
  Voice of All Fears 
  write by Soleil  
  Cost:  20 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   5  
  Minimum Essence:   
  6  
  Prerequisite Charms:   
  Song of Erembour  
    
  The student of the Ebon Dragon style now progresses from 
  channeling the voice of Erembour to channeling a tiny 
  fragment of raw power and voice from her master, the Ebon 
  
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  Page 10 
  Dragon himself. This power should never be used lightly; it 
  does not just have an Essence and Willpower cost. The 
  Charm's user must expend a permanent point of a Virtue and a 
  permanent point of Willpower to utilise this gift. If this 
  reduces a Virtue to 0, the Ebon Dragon briefly possesses the 
  user after the Charm's effect expires, for a number of minutes 
  equal to the Permanent Essence of the Exalt. After the spell of 
  possession, the body of the user burns up from the intense 
  power of the Yozi, and the Exalt dies (the Ebon Dragon's 
  consciousness returns to Malfeas). 
   
  When an Exalt uses this power, he simply shouts in the voice 
  of the Yozi, issuing either a one word command or a potent 
  threat. He thus chooses to use the Voice of All Fears for one of 
  two puposes - either to cow targets into submission and 
  obedience, or to frighten them witless. 
   
  The targets must make Willpower + Valour rolls, and score 
  more successes than the Exalt has Martial Arts. If they fail, 
  one of the following happens: 
   
  If the character's intent was to cow the targets into obedience, 
  they must obey the command, no matter how antithetical it 
  may be for them. Victims of the Voice of All Fears can be 
  made to murder their loved ones, while retaining enough self-
  awareness to realise the horror of what they are doing. 
   
  If the character's intent was to frighten the targets, all extras in 
  earshot immediately die of fright. Important characters enter a 
  state that is the equivalent of the Compassion Limit Break 
  "Heart of Tears" (see Exalted rule book page 131) for a 
  number of days equal to the Exalt's Essence. They do not gain 
  Willpower from this condition, unlike the actual Limit Break 
  for Solar Exalts. 
   
  If a character successfully resists the Voice of All Fears, he is 
  nonetheless traumatised for a number of days equal to the 
  Exalt's Eseence, and must spend a Willpower point whenever 
  required to roll Valour in that period of time to avoid being 
  afraid, or automatically fail the roll.  
   
  Heart-Chilling Blow 
  write by Soleil  
  Cost:    
   
  5 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   5  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Song of Erembour  
    
  With this Infernal Charm, a character can strike at the very 
  heart of a target, attacking that target's emotional centre with 
  such malice that it cuts as harshly as any blade. 
   
  To use this Charm, a character must touch the target, possibly 
  needing to make a Dexterity + Martial Arts roll. If this 
  succeeds, the target then must contend with the character's 
  Manipulation + Martial Arts in dice of Lethal Damage. 
   
  This damage can only be soaked with the Compassion Virtue, 
  and also with the "Fivefold Armour of Virtue Technique" 
  Charm, if the character posseses it (see Castebook: Zenith, 
  page 75).  
   
  Tenebrous Strike 
  write by Soleil  
  Cost:    
   
  3  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Martial Arts:   4  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Ebon Dragon Form  
  Following Charms:   
  Far-Reaching Darkness Technique  
    
  With this Charm , the character lashes out with a claw made 
  from demonic shadow, which extends from his own hand. 
   
  The claw strikes using the character's Dexterity + Martials 
  Arts, as if it were a normal hand-to-hand strike. If it hits a 
  living target, it's damage is the character's Essence + extra 
  successes on the strike. The damage can only be soaked by 
  Stamina and Charms. Armour is no protection - the shadowy 
  claw just passes through armour. 
   
  Each level of damage that the character inflicts is Bashing, and 
  cannot be made Lethal by other Charms. However, the target 
  also becomes cold, numb and slowed. Each level of damage 
  inflicts a -1 penalty on all of the target's actions, for a number 
  of turns equal to the character's Essence + Martial Arts. 
   
  After a target has taken more hits from Tenebrous Strikes than 
  he has Stamina in one scene, he must make a Fatigue roll 
  against a difficulty of (the number of Tenebrous Strikes taken 
  minus his Stamina), whenever he is hit by another Tenebrous 
  Strike. If he fails, he collapses from exhaustion (see Exalted 
  rule book, page 241).  
   
  Far-Reaching Darkness Technique 
  write by Soleil  
  Cost:    
   
  1 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Martial Arts:   4  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Tenebrous Strike  
  Following Charms:   
  Ebon Claws Method  
    
  This Supplemental Charm can only be comboed with 
  Tenebrous Strike, and it is designed for that purpose. It does 
  NOT cost Willpower to Combo this Charm with Tenebrous 
  Strike(!). 
   
  
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  Page 11 
  The user can now stretch out with his claw of demonic 
  shadow, making a Tenebrous Strike up to as far away as his 
  Essence in yards.  
   
  Ebon Claws Method 
  write by Soleil  
  Cost:    
   
  1 mote per extra attack  
  Duration:   
   
  Instant  
  Type:    
   
  Extra Action  
  Minimum Martial Arts:   5  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Far-Reaching Darkness Technique  
    
  Like Far-Reaching Darkness Technique, this Charm is only 
  meant for being used in a combo with Tenebrous Strike. A 
  combo including this Charm will cost a Willpower point as 
  normal. 
   
  A character using this power can extend multiple claws of 
  Demonic shadow from his hand, and attack with them 
  simultaneously. The character must spend 1 mote of Essence, 
  and pay the cost for Tenebrous Strike for each extra attack. 
  Thus, each extra Tenebrous Strike in the turn costs 4 motes of 
  Essence in practical terms, 5 if the Combo includes the Far-
  Reaching Darkness Technique. The character does not need to 
  split his dice pools to strike with these additional shadowy 
  claws. 
   
  A character cannot make more Tenebrous Strikes in one turn 
  than he has dots in Martial Arts. 
   
  MELEE CHARMS 
  Fatal Weakness Strike 
  write by Yoshi  
  Cost:    
   
  1 motes per sucess  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Melee:   
  1  
  Minimum Essence:   
  1  
    
  The abyssal is capable to see the weakness in the body or the 
  armor of the opponent. When using this charm, the Exalted 
  make a standard Dexterity Melee, each sucess substract one 
  from the opponent soak (stamina and armor), the sucess can 
  not be higher than the character essence.  
   
  DARKLING
  ESSENCE
  SLASH
  Unstoppable Blade
  Technique
  Vicious Adder
  Assault
  Call the Blade
  RETRIEVE
  FALLEN
  WEAPON
   
   
  Retrieve Fallen Weapon 
  from White-Wolf (Official)  
  Cost:    
   
  1 mote  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Melee:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Call the Blade, 
    
  Exalted, page 163 
   
  Call the Blade 
  from White-Wolf (Official)  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Melee:   
  2  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Retrieve Fallen Weapon  
  Following Charms:   
  Vicious Adder Assault 
   
  Exalted, page 163 
   
  Vicious Adder Assault 
  write by kattkin  
  Cost:    
   
  15 motes, 1 willpower  
  Duration:   
   
   
  Exalted's essence turn  
  Type:    
   
   
  Special  
  Minimum Melee:   
   
  5  
  Minimum Essence:   
   
  3  
  Prerequisite Charms:   
   
  Darkling Essence Slash, 
   
   
   
   
  Call the Blade  
    
  The Exalt focuses their essence within their blade, causing it 
  to exude an oily black smoke. The blade gains a limited will of 
  its own, and a ravenous hunger for the blood of its master's 
  enemies.  
   
  Once the charm has been activated and the cost paid, the Exalt 
  must make a successful melee attack. Provided this attack does 
  damage, the Exalt releases the blade and allows it to work 
  alone.  
   
  
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  Page 12 
  The blade will begin to work its way into the flesh of the 
  target, burrowing ever deeper. Once per turn the sword will 
  make an automatically successful attack independently of its 
  owner, doing damage equal to its damage rating plus its 
  owners permanent essence score. This damage may only be 
  soaked by the target's stamina, not by armor.  
   
  Following the final turn that the charm is active, the weapon 
  will tear itself free and return to the Exalt's hand.  
   
  This final action deals an additional amount of aggravated 
  damage equal to the Exalt's permanent Essence score.  
   
  The blade will continue to burrow into its target until the 
  charm ends, regardless of whether that target dies. It cannot be 
  called back prematurely, or sent to another target. 
   
  Darkling Essence Slash 
  write by Awaikaze  
  Cost:    
   
  1 mote per die penalty  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Melee:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Unstoppable Blade Technique  
    
  With this Charm, the strike of the Abyssal Exalted are 
  preternaturally accurate and swift, and exceedingly hard to 
  dodge or parry. For every mote of Essence spent, the target of 
  a single strike suffers an equal die penalty on any attempts to 
  dodge or block.  
   
  An Abyssal striking with a 5 mote Darkling Essence Slash 
  would thusly impose a 5 die penalty on any attempts to dodge 
  or parry the attack. It should be noted that the use of this 
  Charm is a gamble. If the target of the attack decides not to 
  defend at all, then the Abyssal has wasted the Essence.   
   
  Unstoppable Blade Technique 
  write by Awaikaze  
  Cost:    
   
  3 motes per success canceled  
  Duration:   
   
  Instant  
  Type:    
   
  Reflexive  
  Minimum Melee:   
  2  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Darkling Essence Slash  
    
  An Abyssal with this technique is fearsome indeed. His 
  weapon cannot be halted by even the bravest defense, guided 
  by the death-wish upon the blade.  
   
  For every three motes spent, a block or dodge success is 
  canceled. This is spent as a reflexive, not supplemental, thus, it 
  is only used after the block or dodge attempt is made. 
   
  BLACK
  ESSENCE
  PARRY
  Dark Mirror
  Deflection
   
   
  Black Essence Parry 
  write by Awaikaze  
  Cost:    
   
  1 per 2 dice removed  
  Duration:   
   
  Instant  
  Type:    
   
  Reflexive  
  Minimum Melee:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Dark Mirror Deflection  
    
  As the Abyssal Exalted becomes attuned with the flow of his 
  dark Essence, he becomes like a dancing shadow on the wall, 
  almost impossible to strike. If the Abyssal opts to parry, he 
  may spend 1 mote to reduce his opponent's attack dice by 2. 
  This must be done before attack is rolled, and the number of 
  dice removed cannot exceed the Abyssal's normal Melee pool.  
   
  If the opponent opts to make multiple attacks, the reduction of 
  Black Essence Parry applies to the dice pool only once, unless 
  the dice reduction is spread over multiple attacks. This Charm 
  cannot reduce a dice pool below 1, and the Abyssal must block 
  the attacks which are effected by Black Essence Parry. Even if 
  they score no successes, he must still use a parry action.  
   
  Dark Mirror Deflection 
  write by Awaikaze  
  Cost:    
   
  2 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Reflexive  
  Minimum Melee:   
  2  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Black Essence Parry  
    
  In an eerie likeness of Dipping Swallow Defense, the Abyssal 
  becomes so familiar with his opponent's moves that he easily 
  deflects them, the weaknesses of his opponent's fighting style 
  becoming visible. The Abyssal may spend 2 motes to use his 
  full Dexterity+Melee pool to parry any one attack he can 
  anticipate.  
  
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  Page 13 
  THROWN CHARMS 
  Phantasmic Killer
  Hazy Mind Strike
  GHOSTLY
  TALON
   
   
  Ghostly Talon 
  write by kattkin  
  Cost:    
   
  1 mote per die  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Thrown:   
  2  
  Minimum Essence:   
  1  
  Following Charms:   
  Hazy Mind Strike  
    
  The character infuses her thrown weapon with Essence, 
  making it shadowy and hard to discern. For each mote of 
  Essence spent, the player subtracts 1 die from their opponent's 
  attempt to parry or dodge their attack. The player must declare 
  how much Essence she will spend on this charm before the 
  attack roll, and the opponent's parry or dodge pool cannot be 
  reduced lower than their Essence rating.  
   
  Hazy Mind Strike 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Thrown:   
  3  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Ghostly Talon  
  Following Charms:   
  Phantasmic Killer  
    
  The character attacks, not only to do damage, but to confuse 
  and disorient his opponent. The character attacks and damage 
  is rolled as normal. However, for every health level of damage 
  the attack inflicts, the target suffers a -1 penalty to all dice 
  pools related to mental activity until the end of the scene. The 
  player and Storyteller must work together to determine the 
  dramatic effects of the attack, but it will generally be a strike 
  to the head. This is by no means neccesary, as the true damage 
  is caused through Essence, and so this attack will work on 
  automatons, the dead, etc.  
   
  Phantasmic Killer 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Thrown:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Hazy Mind Strike  
    
  Through the use of this Charm, the character can create a 
  misleading illusion. The Abyssal makes his attack as normal, 
  however attacks made using this charm appear to come from a 
  shadowy figure standing in the distance, in the opposite 
  direction from the one where the Abyssal truly is. This figure 
  will immediately move out of sight (it will manage this even if 
  in open field, moving down toward the ground and 
  disappearing). If the real character is seen throwing the knife, 
  it ruins the effect of the false image. Any character attempting 
  to see through the deception is at a -1 on their Awareness roll. 
  PERFORMANCE CHARMS 
  Dischord Inducing Presence 
  write by kattkin  
  Cost:    
   
  6 motes  
  Duration:   
   
  One hour  
  Type:    
   
  Simple  
  Minimum Performance:   3  
  Minimum Essence:   
  1  
    
  An Exalted using this Charm sows anger and jealousy with 
  every breath. While this Charm is in effect, add a number of 
  dice equal to her permanent Essence to any Socialize, 
  Presence, or Bureaucracy rolls on attempts to make 
  individuals angry, unhappy, jealous, etc.  
  PRESENCE CHARMS 
  Clammy Cold Fist 
  write by Blue Moon  
  Cost:    
  3/target  
  Duration:   
   
  Six hours  
  Type:    
   
  Special  
  Minimum Presence:   
  2  
  Minimum Essence:   
  1  
    
  The Abyssal gathers the icy cold of death and implants it into 
  those around her. A cold, fearful feeling surrounds them, 
  welling up when they attempt to strike against the abyssal.  
   
  Mechanics: The character spends 3 motes per target to target 
  all creatures within a certain range. (Thus if the character 
  wants to affect a Solar exhalted 10 feet away from her, and 
  there are two other death-nights and a hapless mortal who are 
  also within ten feet, the Abyssal using Clammy Cold fist must 
  spend 12 motes of essence)  
  The character may affect creaturers up to five feet away for 
  every point of essence, but the measurement can be anything 
  withing the range.  
   
  
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  Page 14 
  Targets feel slightly cold inside, and suffer a -2 dice pool 
  penalty to attack the Abyssal, as the coldness flares up and 
  deadens their limbs and senses. This ability doesn't affect 
  those who are not intelligent enough to feel the cold fear, such 
  as the undead.  
   
  The storyteller rules what constitutes an attack against the 
  Abyssal. 
   
  Inharmonious Presence Meditation 
  write by BrandonQ  
  Cost:    
   
  6  
  Duration:   
   
  One hour  
  Type:    
   
  Extra Action  
  Minimum Presence:   
  3  
  Minimum Essence:   
  1  
    
  An Abyssal using this charm doesn't so make his Arguements 
  more persuading as he confuses and befuddles those trying to 
  resist the effects of those arguements, or rebutt the points 
  brought about by the Abyssal.  
   
  The charm reduces a number of Dots equal to the Abyssals 
  permanent Essence rating from any pool that is used to resist 
  an Abyssals arguements either directly (a rebuttal or 
  counterarguement) or indirectly (the storyteller should take 
  into account the targets fragmented state of mind when 
  deciding how the audience reacts).  
   
  This charm cannot reduce a pool lower than the Targets 
  Essence rating. 
  SURVIVAL CHARMS 
   
  BESTIAL
  DOMINATION
  Enslaved Animal
   
  Bestial Domination 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Survival:   
  1  
  Minimum Essence:   
  1  
  Following Charms:   
  Enslaved Animal  
    
  Through the use of this charm, the character can cow nearly 
  any wild animal. The character must be within one yard of the 
  target per point of her Essence. Herbivores and smaller 
  omnivores will immediately retreat in terror. Predators will 
  flee if the Abyssal has not noticed them, but will lower their 
  eyes, roll onto their backs or make similar guestures to 
  acknowledge the superiority of the Abyssal if confronted. This 
  power will work against animals that are trained to attack and 
  those that are insane, but allows them to make a valor roll to 
  ignore it's effects. Sentient animals are at a -1 to all actions 
  due to fear.  
   
  Enslaved Animal 
  write by kattkin  
  Cost:    
   
  10 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Survival:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Bestial Domination  
    
  By backing down an animal, chaining it up, beating it, and 
  otherwise imposing his harsh will upon it, a character who 
  knows this Charm can force the animal into magical bondage. 
  Each time the character uses this Charm on the target, it's as if 
  he gained a point of the Familiar background with the target 
  animal as the Familiar. A character that wished to crush the 
  will of a tiger would need to use this charm three times to 
  make it sufficiently fearfull of him. Twice more to invade it's 
  mind and body, speaking to it and using it's eyes as he saw fit. 
  Using this charm in conjunction with Domination doubles it's 
  efficiency. So enslaving a tiger while dominating it would take 
  only three uses of this Charm. 
  MEDICINE CHARMS 
   
  CORPSE
  MENDING
  TOUCH
  Ethereal Balm
   
   
  Corpse Mending Touch 
  write by kattkin  
  Cost:    
   
  6 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Medicine:   
  4  
  Minimum Essence:   
  3  
  Following Charms:   
  Ethereal Balm  
    
  This Charm allows the character to cure injuries recieved by 
  the walking dead with only a touch. This has no effect on 
  living creatures or dead with no physical forms. Nemmisaries 
  possessing hosts are considered living creatures for the 
  purposes of this Charm. Any skeleton or zombie touched by 
  this Charm instantly heals a number of health levels equal to 
  
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  Page 15 
  the character's Essence score. Severed limbs may be 
  reattached.  
   
  Ethereal Balm 
  write by kattkin  
  Cost:    
   
  8 motes  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Medicine:   
  4  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Corpse Mending Touch  
    
  This Charm allows the character to heal damage even to 
  incorporeal dead. Ghosts, War-Ghosts, and even Nemmisaries 
  that are not currently within a host may be healed through the 
  use of this Charm. The character heals a number of health 
  levels equal to his Essence score to any ghost that he touches 
  with this Charm.  
   
  Cold Comfort
  Searing Agony
  SLOW
  HEALING
  Wound Rupturing
  Touch
   
  Slow Healing 
  write by kattkin  
  Cost:    
   
  10 motes  
  Duration:   
   
  One day  
  Type:    
   
  Simple  
  Minimum Medicine:   
  2  
  Minimum Essence:   
  1  
  Following Charms:   
  Searing Agony  
    
  This Charm allows the character to channel Essence into her 
  target's body, slowing down the healing process and 
  prolonging the time neccesary to recover from wounds. This 
  charm causes any damage recieved by the target for one day to 
  heal supernaturally slowly. Any damage dealt to the target 
  during that day has it's healing time increased by a multiple of 
  10. This charm does not slow the healing of aggravated 
  damage, but almost certainly ensures that the damage involved 
  will leave unsightly scars.  
   
  Searing Agony 
  write by kattkin  
  Cost:    
   
  5 motes  
  Duration:   
   
  Six hours  
  Type:    
   
  Simple  
  Minimum Medicine:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Slow Healing  
  Following Charms:   
  Cold Comfort 
  Wound Rupturing Touch  
    
  Searing Agony allows the character to increase the suffering 
  of wounded or ill individuals. Wounded characters increase 
  their wound penalties by two, and sick characters likewise 
  increase up to two dice of negative symptoms. Searing Agony 
  is highly distracting, and in addition to any wound penalties, 
  characters under its influences are at -3 to any action that 
  requires though, memory, or coordination.  
   
  Cold Comfort 
  write by kattkin  
  Cost:    
   
  8 motes  
  Duration:   
   
  Three turns  
  Type:    
   
  Simple  
  Minimum Medicine:   
  4  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Searing Agony  
    
  Channeling their Essence into comforting the dying, the 
  Abyssal may grant a last burst of calm and a certain amount of 
  numbness to their patient. Any creature that has been reduced 
  to wound penalties of -2 or more, and is still conscious, may 
  be the subject of Cold Comfort. After paying the Essence cost 
  and laying their hands upon the target, the Abyssal uses their 
  power to force the subject into a supernaturally calm 
  acceptance 
  of 
  death, 
  dulling 
  pain 
  and 
  increasing 
  determination. For every 2 successes rolled on the Abyssal's 
  Medicine + Manipulation pool, reduce the target's wound 
  penalties by 1. If the target is brought to 0 penalties and there 
  are more successes on the Abyssals roll, they gain a 1 for 2 
  success bonus to all actions due to the icy calm with which 
  they now face death. Following the last turn of this Charm's 
  use, the target takes lethal damage equal to the amount of 
  wound penalties/bonuses negated/granted by this Charm. This 
  damage is soakable only by half their stamina's lethal soak due 
  to their physical form's wish to pass into the next world.  
   
  Ex: Field of Sorrows decides to grant his servant, a mortal 
  named Billy, an honorable death. Billy has been nearly 
  incapacitated by an arrow to the chest, and so Sorrows chooses 
  to use the Charm Cold Comfort upon him. Gaining 10 
  successes, Sorrows looks on as Billy rises to his feet. Not only 
  did the first 8 successes reduce his -4 wound penalty to 0, but 
  the final 2 gave him a bonus to all actions of +1. Sorrows rides 
  on, leaving Billy to cover his escape from the Solars that 
  follow. Even should Billy survive that battle through some 
  miracle or the mercy of the Solars, he will likely die from the 
  5 points of lethal damage he will take immediately after. Field 
  of Sorrows looks forward to meeting Billy again should the 
  young man arrive as a spirit in the next life. 
   
  Wound Rupturing Touch 
  write by Soleil  
  
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  Page 16 
  Cost:    
   
  4 motes per Health Level  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Medicine:   
  5  
  Minimum Medicine:   
  5  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Searing Agony  
    
  With but a touch, a Deathknight who is using this Charm can 
  cause existing wounds to burst from an infusion of violent, 
  hateful Essence. This Abyssal power is particularly vicious; it 
  can cause injured limbs to become severed and blood to flow 
  like wine. Used against an incapacitated foe, this Charm can 
  administer a spectacular killing blow. 
   
  By spending the necessary Essence and making contact with 
  the target (possibly requiring a Brawl or Martial Arts roll), an 
  Abyssal can transform already-existing, as-yet untreated 
  Health Levels of Lethal damage that the target possesses into a 
  levels of Aggravated Damage. The Abyssal must pay the cost 
  up front; if the touch misses, the Essence is wasted. Also, the 
  Charm does not give the Deathknight knowledge of his target's 
  Health status. If the Abyssal spends more Essence motes than 
  are ncecessary to convert all of the target's existing Lethal 
  wounds to Agrravated damage, then the extra Essence motes 
  are wasted. 
   
  This Charm can be put in a Combo with Charms that relate to 
  other aptitudes. However, if it is used in a strike combo, it can 
  only affect wounds that have already been inflicted, not 
  wounds inflicted by the strike. 
  OCCULT CHARMS 
   
  STENCH OF
  DEATH
  Decay
  Rigamortis
  Animate Dead
  Flesh
   
   
  Stench of Death 
  write by Mister McD  
  Cost:    
   
  4 motes/Essence level  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Occult:   
  2  
  Minimum Essence:   
  2  
  Following Charms:   
  Decay, 
  Rigamortis, 
  Animate Dead Flesh  
    
  The odor of death is strong and many heroic souls find 
  themselves expelling their lunch at the very waft of the scent 
  of death. This Abyssal ability allows the Exalted to cover 
  themselves with this stench and enjoy the effect that it has on 
  the weak stomachs of his enemies. By focusing his essence an 
  Exalted may exude this scent covering an area as small as a 
  five-foot radius around him to an entire city or battlefield. This 
  is of course useful since most dead don’t feel the effects of the 
  horrid smell and any weakness to play upon your enemy’s 
  souls will enhance your chances of success.  
  Game Mechanics wise this means that an Exalted may spend 4 
  motes per Essence level to create a noxious gas that will raise 
  his enemies targets by 2 in all manor unless the opponent is 
  missing the ability to smell. The radius of this ability is based 
  on the Essence level used. A one level essence will only cover 
  the Exalted and a five-foot radius. A two-essence level will 
  cover a 15-foot radius. A three level essence cost will cover a 
  city block. A four level essence radius will effect a small 
  town. And a five level essence radius will effect a city or large 
  field. Another effect of this odor is the loss of lunch caused by 
  nausea. If the enemy of the Abyssal has a lower Stamina than 
  the Essence level used the person must make a Stamina + 
  Endurance roll with the target number of the Essence level 
  used.  
  Cost: 4 motes/ Essence Level desired  
    
  Decay 
  write by Mister McD  
  Cost:    
   
  8 motes/Essence Level  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Medicine:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Stench of Death  
  Following Charms:   
  Rigamortis, 
  Animate Dead Flesh  
    
  As manipulators of the dead the Death Lords and Abyssal 
  Exalted can force their will on the living as well. The Exalted 
  may use their will and force a healthy living being to suffer the 
  effects of rot and decay as if their bodies we already dead. 
  This is a disgustingly fearsome power as the enemy not only 
  suffers pain and health loss but also sees their flesh turn gray, 
  stiff and start to stink. Many have cried in fear at the sight of 
  their own bodies dying before their time. The damage inflicted 
  by this attack is aggravated since normal healing will not bring 
  back what is already dead.  
  Game Mechanics requires an Abyssal to expend 8 points per 
  level of Essence used to attack his opponent. For every level 
  of Essence used the Abyssal causes that much direct damage 
  to the opponent ignoring armor and all forms of non-magical 
  
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  Page 17 
  protection. A person my try to fight this off by rolling their 
  willpower targeting the Exalted's Essence level used. For 
  every success beyond the target number a person lowers the 
  damage taken by one. This charm can also be defended against 
  by using charms or magic, as stated before however this 
  damage is aggravated. Another sick effect of this charm is that 
  a weak willed person will flee in terror or simply break down 
  and cry. A hero who wishes to ignore the awful sight before 
  them must roll Temperance + Willpower target of the Essence 
  level spent to not suffer from the terrible sight of their own 
  body rotting away. If the person fails the target roll they will 
  suffer a –1 to all further actions. If the person botches the roll 
  they will simply break mentally and cry as the Abyssal 
  finishes his task.  
    
  Rigamortis 
  write by Mister McD  
  Cost:    
   
  15 motes, 1 willpower  
  Duration:   
   
  Special  
  Type:    
   
  Simple  
  Minimum Medicine:   
  4  
  Minimum Essence:   
  3  
  Prerequisite Charms:   
  Decay, 
  Stench of Death  
  Following Charms:   
  Animate Dead Flesh  
    
  By means of this ability the Abyssal Exalted may further push 
  the living into the grave. With the dead many hours after 
  passing stiffness of the limbs begins to set in caused by lack of 
  blood flow. A Death Lord may force a person’s blood to stop 
  flowing to a limb and immediately make them feel the effects 
  of this terrible occurrence while they are still living. Again 
  facing this terror is metal draining and many strong willed 
  people have found that with one foot in the grave they quickly 
  become weak servants of the Exalted.  
  Game Mechanics to work this charm requires an Abyssal to 
  spend 15 motes and 1 willpower point to cause an opponent to 
  suffer the effects of rigamortis. The Exalted rolls their Essence 
  total targeting the opponents Stamina. If successful the Death 
  Lord may choose which limb to stiffen this of course can not 
  be someone’s head. The opponent then looses the ability to 
  use that limb and finds themselves either unable to wield a 
  weapon or to run with much speed. Charms that enhance a 
  person’s movement will be at half ability if the person’s leg is 
  the target of this charm. Also as with the other Abyssal charms 
  an opponent so effected must roll Temperance + Willpower 
  target the Essence level of the Abyssal not to panic and 
  receive a –1 to all future actions. Another secondary effect of 
  this charm is that the limb is permanently dead. Unless 
  magically healed it will fall off the body within one week, the 
  whole time being useless and painful. The hero suffers from a 
  permanent bruised level until they are healed or the limb is 
  removed. If the opponent realizes they are under attack by this 
  form of charm they may spend one willpower point and raise 
  their own target number by the amount of temperance they 
  have.  
    
  Animate Dead Flesh 
  write by MisterMcD  
  Cost:    
   
  5 motes/varies on size  
  Duration:   
   
  Permanent  
  Type:    
   
  Simple  
  Minimum Occult:   
  5  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Decay, 
  Rigamortis, 
  Stench of Death  
    
  By means of this ability the Abyssal or Death Lord can 
  animate the dead flesh of any sort. This can range from the 
  recently deceased mostly completed dead to a very decayed 
  skeleton. The statistics themselves can be found in the main 
  book however this form of animation is far more gruesome, 
  disgusting and useful than the version in the Compendium. By 
  use of this charm a Death Lord can animate any dead the only 
  hindrance is the size of the creature and the amount of drain 
  caused by such a task. Of course the larger creatures will 
  require a much large drain on the Death Lords ability however 
  a skilled and patient villain can amass quite an army in a short 
  time.  
  Game Mechanics as stated above this charm is based heavily 
  on size. For ever one foot of animated dead by volume the 
  Death Lord must spend 5 motes. At this basic level for 
  example a skeletal hand may be brought back to life and under 
  the control of the Abyss’s will. To further the example this 
  means that a human would cost 15 motes to bring to life. 
  These costs may be lowered at a rate of 5 motes to 1 
  willpower spent. For example this means that using the human 
  example above a Death Lord may animate the human for the 
  cost of 10 motes and 1 willpower or even 5 motes and 2 
  willpower. The Death Lord may not however completely 
  remove the mote cost however so the minimum cost will 
  always be 5 motes. Another aspect of this animation is that the 
  creature retains abilities that it possessed during its life. These 
  abilities must be based on the form of the creature and not on 
  magical enhancements. There for a giant snake that spits 
  venom will have all those powers upon reanimation but if they 
  had magical protection from harm this power would not be 
  present. Many a crafty Death Lord has used this reanimation 
  to summon animal spies or message carriers. 
   
  Exalt Avenger 
  write by Josh Bain  
  Cost:   
  20 motes, 1 Permanent Willpower, 
  1 XP  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Lore:    
  5  
  Minimum Essence:   
  5  
    
  This Charm allows the Death knight to Exalt a mortal into one 
  of the lesser Abyssal Exalted known as Avengers. While they 
  
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  Page 18 
  are causing the Exaltation, this Charm is not powerful enough 
  to create an avenger by itself, the Death knight is channeling 
  the energies of his Deathlord, and thus this charm can only be 
  used with the permission of the Deathlord. 
  ATHLETICS CHARMS 
   
  GRACEFUL
  CRANE
  STANCE
  Monkey Leap
  Technique
  Striking Shadow
  Prana
   
   
  Striking Shadow Prana 
  write by Revenant  
  Cost:    
   
  5, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Athletics:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Monkey Leap Technique (Solar)  
    
  The character leaps into the air, swinging his weapon (or fist 
  or feet) in a vicious arc as the very shadows appear to envelop 
  the weapon and lend their strength to the attack. 
   
  The character makes an attack as normal, but the target's soak 
  is halved. Characters cannot move during a turn when they use 
  Striking Shadow Prana. Striking Shadow Prana is explicitly 
  permitted to be part of a combo with Charms of other abilities.   
  AWARENESS CHARMS 
   
  DEATH'S
  DOOR
  Soul Sin
  Rend Soul
   
   
  Death's Door 
  write by MisterMcDonn  
  Cost:    
   
  5  
  Duration:   
   
  Instant  
  Type:    
   
  Supplemental  
  Minimum Awareness:   
  2  
  Minimum Essence:   
  1  
  Following Charms:   
  Soul Sin, 
  Rend Soul  
    
  By use of this charm the Death Lord or Abyssal Exalted is 
  able to look into the eyes of a passerby and see how close to 
  death they are. This can either be a simple understanding or 
  the charm can be grotesque allowing the Exalted to see the 
  person wither and die or see the method of their death as well. 
  Adding olfactory and audio schematics as well can also further 
  enhance the charm itself. The dead does tend to stink of rot 
  and make squishy noises when moved. This will not allow the 
  Exalted to see the moment of their death by will provide a 
  time until that person passes on in hours, days, months or 
  years depending on the time. This charm is useful because an 
  Exalted of the dead will be able to know when that soul is 
  available for summoning. It will also lower the resistance that 
  the soul will put up later when the Exalted summons them for 
  service.  
  Game Mechanics this means that by spending 5 motes an 
  Abyssal Exalted or Death Lord my see the time of the person’s 
  death as well as lower their raising requirement by 5 motes in 
  the future. This summoning may be in the form of spiritual or 
  physical.  
    
  Soul Sin 
  write by Mister McD  
  Cost:    
   
  5 motes, 1 willpower  
  Duration:   
   
  Instant  
  Type:    
   
  Simple  
  Minimum Awareness:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Death's Door  
  Following Charms:   
  Rend Soul  
    
  By use of this Charm an Abyssal or Death Lord may look into 
  the heart of an enemy and see the sins of the soul. This allows 
  the Abyssal to view all the damning actions that their 
  opponent has made and how their soul will weigh in the 
  future. By performing this charm an Exalted will see what 
  type of Risen the Death Lord can turn them into in the future. 
  If a person has a hellish soul that is full of sin they are ripe for 
  use as the most fiendish of dead. If a person is only lightly 
  sinful than they may not even be available for manipulation 
  after death. As with the Deaths Door this ability is more 
  perception driven so an Exalted viewing a victim might see 
  their sins as levels of decay or see them as the creature they 
  are fit to be. This effect can vary from as the Storyteller sees 
  fit.  
  Game Mechanics will require an Exalted to spend 5 motes and 
  1 willpower to see into the soul of their enemy. Of course this 
  power is mostly for use in the future events and is not 
  immediately useful to the Abyssal. There is one exception to 
  this however, if the Death Lord is able to discuss with the 
  
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  Page 19 
  opponent how sinful they are and how damned their soul is a 
  person can find themselves in the deepest pit of Hell 
  accompanied by the spawns of evil themselves. This effect is 
  more role-played than actual however to support it in 
  mechanics a Storyteller should roll Manipulation + Essence 
  targeting the opponents Temperance. A success means that the 
  person begins to feel remorse and sorrow for the sins they 
  have created in the past. If the Death Lord get double the 
  opponents Temperance than the person is completely 
  overwhelmed with remorse and cannot act while in the 
  presence of their persecutor. This power would be perfect for a 
  combination with Deaths Door.  
    
  Rend Soul 
  write by Mister McD  
  Cost:    
   
  20 motes, 2 willpower  
  Duration:   
   
  Permanent  
  Type:    
   
  Simple  
  Minimum Occult:   
  5  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Soul Sin, 
  Death's Door  
    
  To further the cause of death and enhance their armies the 
  Abyssal and Death Lords have become very skilled in the 
  ability to pull souls from the recently dead. This ability is the 
  reason that a perceptive Death Lord will follow a sinful victim 
  that is near death around for days. Either a Death Lord or his 
  minions for the purpose of stealing a fresh powerful soul as 
  soon as it crosses will commonly stalk an opponent who has 
  fallen into deep sin and is nearest to death. By means of the 
  ability the Death Lord may pull the soul out of the dying and 
  based on its level of sin create it into something monstrous to 
  serve in his armies. Under most circumstances a Death Lord 
  will only personally follow a person of unsurpassed evil and 
  will sometimes ignore the lightly sinful.  
  Game Mechanics a Death Lord will spend 20 motes and 2 
  willpower to pull fourth the soul of a recently dead sinner. 
  This soul will follow the Exalted’s every command and will 
  have statistics and abilities based on their level of sin. The 
  Exalted must roll Essence + Willpower targeting the 
  Willpower of the recently dead to pull the soul out of the 
  dying. Of course this action finishes off the victim and they 
  immediately suffer from decay and rigamortis once the soul is 
  removed. The soul removed will also be unspeakably 
  misshapen and disgusting after being removed in such a 
  horrible fashion. Unless the level of sin is previously know a 
  Storyteller must determine the level of the sinner. To do this 
  simply roll a d10 the higher the roll the more powerful the 
  sinner and therefore the more powerful the spirit taken. Of 
  course the power level used will vary from game to game so 
  this power should not be randomly enforced, and should be 
  used as more of a plot point. 
   
  No (Sense)
  Technique
  Poor (Sense)
  Technique
  SENSORY
  DEPRIVATION
  PRANA
   
   
  Sensory Deprivation Prana 
  write by kattkin  
  Cost:    
   
  5 motes  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Awareness:   
  2  
  Minimum Essence:   
  1  
  Following Charms:   
  Poor (Sense) Technique  
    
  Through the use of this Charm, the character reduces the 
  perception of his target, hindering all five senses. The 
  character's target need not be aware of what is taking place, 
  although they may notice an increase in the difficulty of 
  normal tasks. The basic mechanical effect is to reduce the 
  target's Awareness by a number of dice equal to the character's 
  Essence. It's up to the storyteller to make it harder for the 
  character to see, hear, taste, smell, etc. the environment around 
  them by reducing the amount of information available.  
   
  Poor (Sense) Technique 
  write by kattkin  
  Cost:    
   
  3 motes  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Awareness:   
  3  
  Minimum Essence:   
  2  
  Prerequisite Charms:   
  Sensory Deprivation Prana  
  Following Charms:   
  No (Sense) Technique  
    
  The character channels Essence into his target, reducing their 
  perceptions by half. When purchasing this charm, the 
  character must choose which sense it affects. Character's may 
  purchase this charm more than once to affect multiple senses. 
  Even the simplest actions, when governed by the sense 
  affected by this charm, require a roll to perform.  
   
  Sight- Attacks made by a target affected by poor sight are at a 
  -2 and distance attacks have their range reduced by half.  
   
  Hearing/Touch- A character with poor hearing must roll 
  simply to hear someone running up behind him, and a 
  character with a poor sense of touch must make a perception 
  roll to tell the difference between sillk and cotton without 
  looking.  
  
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  Page 20 
   
  Smell/Taste- A character affected by poor taste and smell is 
  hard pressed to tell the difference between broth and fresh 
  water. While a person with a poor sense of smell would have 
  trouble detecting smoke by scent.  
   
  Any rolls made which involve the affected sense are made 
  with only half the target's available die pool, rounded down.  
   
  No (Sense) Technique 
  write by kattkin  
  Cost:    
   
  8 motes  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Awareness:   
  5  
  Minimum Essence:   
  1  
  Prerequisite Charms:   
  Poor (Sense) Technique  
    
  The character channels Essence to completely eliminate one of 
  her target's senses. As with Poor (Sense) Technique, the 
  character must choose a sense to be the target of this Charm 
  when it is bought. This Charm, too, may be purchased 
  multiple times in order to cover multiple senses, but only one 
  sense at a time may be removed via No (Sense) Technique. A 
  character may only purchase No (Sense) Technique for a sense 
  for which they have already purchased Poor (Sense) 
  Technique. Also, neither this charm nor Poor (Sense) 
  Technique may be used in conjunction with Sensory 
  Deprivation Prana, or one another.  
   
  Sight- The target is completely blinded. They are unable to 
  parry or dodge, and can only make attacks against enemies 
  they can hear, smell, or feel. These attacks are at a negative 
  modifier.  
   
  Hearing/Touch- The character cannot hear or feel anything. 
  The character is not allowed to roll to hear someone 
  approaching from behind, and is at a -3 to all actions due to 
  the sudden loss of all feeling in their limbs. A roll may be 
  required to see if the target can continue to stand or move 
  when they cannot feel where their feet are going.  
   
  Smell/Taste- The character could drink raw sewage without 
  realizing it. No food or beverage has any taste or smell, and 
  the character is unable to detect poison or gasses. 
  DODGE CHARMS 
   
  Ghostly Image Tecnhique 
  write by Revenant  
  Cost:    
   
  1 per 2 dice  
  Duration:   
   
  Instant  
  Type:    
   
  Reflexive  
  Minimum Dodge:   
  2  
  Minimum Essence:   
  1  
    
  The character lets Essence flow through his body, allowing 
  him to leave an Essence outlined after image of himself in the 
  place he was previously standing.  
   
  For each mote spent, subtract two dice from an attempt to 
  attack the Abyssal that he can see coming. A character cannot 
  remove more dice than his regular Dexterity + Dodge pool. 
  The player must declare he is using this Charm and how much 
  Essence he will spend on it before his character's opponent 
  makes his attack roll. If there are an odd number of dice in the 
  character's Dexterity + Dodge pool, the fractional mote left 
  over after buying the last die is lost.   
  STEALTH CHARMS 
   
  Sound-Slaying Technique 
  write by Aberrant  
  Cost:    
   
  3  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Stealth:   
  3  
  Minimum Essence:   
  1  
    
  Using this technique, the abysal covers up his movements by 
  actually killing the soundwaves that would give his presence 
  away. For one scene, whenever someone attempts to detect the 
  Abyssal by sound, they lose a number of successes equal to 
  the Abyssal's permanent essence. However, if they have 3 
  remaining successes, they may notice the quieting of the area, 
  even if they do NOT hear the Abyssal. 
   
  Cloak of Night 
  write by ShadowRaptor  
  Cost:    
   
  1 mote per 1 die  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Stealth:   
  3  
  Minimum Essence:   
  1  
    
  This charm allows the abyssal exalted to call forth darkness 
  from the abyss to hide her from others. When in darkness or 
  other weak-lit surroundings, such as outside at night or a big 
  room with only 1 weak torch, the abyssal exalted can buy 
  extra dice for 1 mote per 1 die, which are used on any action 
  involving stealth. When exposed to bright light while using 
  this power. It is supressed as long as the exalted is exposed to 
  bright light. 
  SAIL CHARMS 
   
  Cold Wind 
  write by Christopher  
  Cost:    
   
  1 mote per 2 dice  
  
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  Page 21 
  Duration:   
   
  One scene  
  Type:    
   
  Supplemental  
  Minimum Sail:    
  1  
  Minimum Essence:   
  2  
    
  By calling on the powers of the those who died at sea, the 
  Abyssal forms his essence in to a a stangant wind that stops all 
  ships but his in their tracks:  
   
  When this charm has been activated the target vessel (which 
  must be within line of sight) subtarcts a number of dice from 
  their sail dice pool equal to the number of successes rolled on 
  this charm. 
   
  Mist on the Silent Lake Method 
  write by Soleil  
  Cost:    
   
  3 motes per die  
  Duration:   
   
  One scene  
  Type:    
   
  Simple  
  Minimum Sail:    
  3  
  Minimum Essence:   
  3  
    
  With the use of this Charm, an Abyssal Exalt calms the waters 
  around his vessel, and summons a thick mist, thus muting and 
  obscuring the ship. The ship continues to travel as normal, but 
  it is stealthy and hard to perceive; those who do see it will note 
  that it seems ghostly and eerily quiet. 
   
  For every 3 motes of Essence spent on this Charm, those who 
  might observe the ship carrying the Abyssal take a 1 die 
  penalty to their Perception-related dice pools when trying to 
  notice it. This penalty cannot be greater than the Abyssal's 
  Perception + Sail pool, and it cannot reduce an observer's 
  Perception-related pool below 1 die. However, other 
  conditions, such as sailing at night, could cause observers 
  other penalties that would reduce their dice pool to zero. 
   
  Those guardians of the Scarlet Empire who know of this 
  Charm greatly fear its use, and they worry that, without the 
  great foresight of the Bronze Faction Sidereals, the 
  Deathknights might sail a fleet into the Harbours of the 
  Blessed Isle unnoticed, under the cover of mist.  
   
  
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  Appendix a : Document History 
   
  1st MARCH 2002 
   
  Bestial Domination 
  Black Essence Parry 
  Cold Comfort 
  Chilling Arrow 
  Corpse Mending Touch 
  Crushing Blow 
  Dischord Inducing Presence 
  Enslaved Animal 
  Ethereal Balm 
  Ghostly Presence Prana 
  Ghostly Talon 
  Hazy Mind Strike 
  Inharmonious Presence Meditation 
  No (Sense) Technique 
  Phantasmic Killer 
  Poor (Sense) Technique 
  Rending Fist 
  Searing Agony 
  Sensory Deprivation Prana 
  Shadow and Fire Strike 
  Slow Healing 
  Slowing the Foot's Fall Technique 
  Terrible Strike 
  Vicious Adder Assault 
   
  7st April 2002 
   
  Sound-Slaying Technique 
   
  21st July 2002 
   
  Ghostly Image Tecnhique 
  Striking Shadow Prana 
   
  4th August 2002 
   
  Barb of Night’s Cloak 
  Black Bolt 
  Bow of Midnight 
  Chill of the frost 
  Chilling Arrow 
  Exalt Avenger 
  Fist of Dust 
  Flash Freeze Strike 
  Grasp of Dust and Ash 
  Grasp of the Reaper 
  Night Falls 
  Night’s Passage 
  Obliviate 
  Rot 
  Shadows Reach 
  Shaft of the Night 
  Shatter 
  Shot in the Darkness 
  Touch of Death 
  Touch of Decay 
  Withering Touch 
   
  11th September 2002 
   
  Cloak of Night 
  Mist on the Silent Lake Method 
  Wound Rupturing Touch 
   
  30th September 2002 
   
  Ebon Claws Method 
  Ebon Dragon Breath 
  Ebon Dragon Form 
  Ebon Dragon Roar 
  Far-Reaching Darkness Technique 
  Heart-Chilling Blow 
  Impressions in the Void 
  Light-Banishing Gesture 
  Night's Suffocating Embrace 
  Shadow Feint 
  Song of Erembour 
  Steps of the Shadow Dragon 
  Tenebrous Strike 
  Voice of All Fears 
  
  Exalted Compendium : Gifts From The Gods ABBYSAL  30SEP02 
   
   
  Page 23 
   
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Adventures & Extras/Gifts From the Gods.pdf