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Abyssal Charms

This document contains descriptions of 18 Charms related to archery and artillery combat for Abyssal Exalted. Many of the Charms allow the use of archery abilities with artillery weapons, create unlimited ammunition, or enhance arrow attacks with additional effects like increased damage, explosions, or applying other Charms. The highest-level Charms allow abilities like summoning artillery weapons, gaining additional independent archery actions, or enhancing all attacks until the next action with effects like increased damage and unblockability.

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0% found this document useful (0 votes)
510 views363 pages

Abyssal Charms

This document contains descriptions of 18 Charms related to archery and artillery combat for Abyssal Exalted. Many of the Charms allow the use of archery abilities with artillery weapons, create unlimited ammunition, or enhance arrow attacks with additional effects like increased damage, explosions, or applying other Charms. The highest-level Charms allow abilities like summoning artillery weapons, gaining additional independent archery actions, or enhancing all attacks until the next action with effects like increased damage and unblockability.

Uploaded by

agusvnk3989
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ox-Body Technique (Mountain Folk)

Cost: None; Mins: Essence 1; Type: Special


Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a Jadeborn to purchase extra health levels.
Source Exalted: The Fair Folk, p. 245
Source: Exalted: The Fair Folk

Elegant Executioner Stance


Cost: 5m; Mins: Essence 3, Archery 5; Type: Simple (Speed 4)
Keywords: Combo-OK
Duration: One scene
Prerequisites: Withering Feathered Maelstrom
This Charm may ready the Abyssal Exalted Abyssal’s weapon and boosts the
damage of their Archery-based attacks against targets within close proximity.
Source Manual of Exalted Power: Abyssals, pp. 123-124.
Source: Manual of Exalted Power: Abyssals

Quiver of Souls
Cost: 8m, 1wp; Mins: Essence 4, Archery 5; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: Relic Arrow Method
This Charm allows the Abyssal Exalted Abyssal to create an unlimited amount
of ammunition for their chosen weapon. Such ammunition deals extra damage and
returns essence to the deathknight whenever it strikes a target.
This Charm is the Abyssal Mirror of the Solar Charm Inexhaustible Bolts of Solar
Fire.
Source Manual of Exalted Power: Abyssals, p. 125.
Source: Manual of Exalted Power: Abyssals

Hatred Strewn Like Grass


Cost: (+1wp); Mins: Essence 3, Archery 5; Type: Permanent
Keywords: Artillery
Duration: Instant
Prerequisites: Twisting Spiteful Shaft
The Exalt who learns this Charm may now apply Twisting Spiteful Shaft to
artillery weapon attacksaccording to the User:Plague of Hats/Minimal RevisionsKey-
words Artillery keywordas easily as personal-scale Archery attacks. Also, by spend-
ing an additional Willpower when activating Twisting Spiteful Shaft the projectile in
question explodes in a shower of green-and-black shrapnel or flame, spreading its ef-
fects to everyone within (Exalts Essence) yards of the original target. This is resolved
normally for the original target, while those around him must resist an environmental
hazard of Damage (special)/instant, Trauma (Abyssals Essence). Those who fail to
resist this hazard are subject to the ongoing damage of a successfully inflicted Twist-
ing Spiteful Shaft. When this version of the Charm is used to enhance an artillery

1
attack, if the base damage of the weapon is greater than the Exalts Essence, the effect
extends out to a number of yards equal to the base damage of the weapon instead of
the deathknights Essence.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Sharp Eye for Devastation


Cost: ; Mins: Essence 2, Archery 5; Type: Permanent
Keywords: Artillery, Mirror
Duration: Permanent
Prerequisites: Pulse of the Prey
The life of a deathknight is one of negativity, but they are allowed some simple
pleasures, such as the glee of watching giant rocks smash castles and armies to bits.
After learning this Charm the Abyssal may apply his Archery Charms to artillery
weapon attacks normally, as per the User:Plague of Hats/Minimal RevisionsKeywords
Artillery keyword, unless the Storyteller decides they could not function in the context
of artillery weapons.
This Charm is the Abyssal Mirror to the Solar Charm Keen-Eyed Trajectory.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Rain of Sick Flame


Cost: None; Mins: Essence 4, Archery 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Horrific Pyre Arrow
This Charm modifies its prerequisite, allowing the Deathknight to use it as a
Supplemental Charm instead of a Simple one if he chooses. The arrow also explodes
with a terrifying amount of Pyre Flame upon impact, smothering the Abyssal’s target
in the horrid stuff. The damage of the Pyre Flame is 2L/action, Trauma 4; each
successful use of the Charm Horrific Pyre Arrow against the same target increases
the damage per action by one, up to a maximum damage of the Abyssal’s Essence
rating, until it is successfully dealt with.
This Charm is the Abyssal version of the Solar Charm Bolts of Solar Devastation.
Source: Jester7789

War-Machine Mastery
Cost: None; Mins: Essence 3, Archery 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Pulse of the Prey
A Deathknight cannot be limited in his tools for destruction. This Charm allows
the Abyssal to use his Archery Charms to effect Archery based attacks with weapons
marked with the Artillery Tag (”’A”’). This cost a surcharge of one willpower with the
first use if any Simple, Supplemental or Reflexive Archery Charm of Instant duration
that he uses in this manner along with mote surcharge equal to the minimum Essence
Rating of that Charm per activation. Extra Action Charms cost an additional point

2
of willpower per use and the mote surcharge only applies once to them, not for every
attack.
This Charm does not extend the use of Charms lasting longer than Instant or
Permanent Charms except Relic Arrow Method and, even then, only at Essence 4.
The cost to use that Charm is equal to the (Resource cost of the weapon’s ammo +
1) motes per shot.
At Archery 6 and Essence 6 a Deathknight may repurchase this Charm. This
removes any mote surcharges associated with using Charms with Artillery weapons.
All willpower surcharges remain.
This Charm is the Abyssal version of the Solar Charm Rare Artillery Inclusion.
Source: Jester7789

Malicious Murder Machine


Cost: 10m 1wp; Mins: Essence 5, Archery 5; Type: Simple
Keywords: Mirror, Obvious
Duration: One Scene
Prerequisites: Exquisite Relic Bow, Gasp of Dead Gods, War-Machine Mastery
Like some cthonic horror spinning a weapon of destruction from its hideous
womb, a Deathknight forms around himself an artillery weapon suited to his needs.
When summoning this Machine of destruction he may choose to either create a siege
weapon suited for withering away the most reinforced fortresses or a troop-murdering
abomination. The siege weapon has a Speed of 6, Damage equal to (Essence x 2 +
8)L, a Rate of one and a Range equal to (Essence x 100) yards. A target, for this
weapon to strike, must be at least 100 yards away.
A Murder Machine created for anti-troop use has a Speed of 6, an Accuracy bonus
of two, lethal Damage equal to (Essence + 10) that’s piercing, a Rate of two with a
Range equal to (Essence x 50) yards.
When firing this weapon the Abyssal can use either provided ammunition or sum-
mon it through Relic Arrow Method. This costs 3m but causes the summoned missile
to explode upon impact with Pyre Flame; the anti-troop machine inflicts its damage
on an area equal to the Abyssal’s Essence in yards. Those troops that are bathed in
the green, burning hate of the Underworld must resist 2L/action with a Trauma of 4
and objects suffer two lethal health levels an action (about 5 ticks). Armor made of
magical material reduces the damage to 1L/action and the Trauma to 3 while First
Age constructs lose one lethal health level a minute.
This Charm is the Abyssal version of the Solar Charm Glorious Golden Artillery.
Source: Jester7789

Death’s Hoary Breath


Cost: 3m per die converted; Mins: Essence 2, Archery 4; Type: Supplemental
Keywords: Combo-Ok, Mirror, Obvious
Duration: Instant
Prerequisites: Pulse of the Prey
Targets struck by a Deathknight’s arrow enhanced by this Charm feel the breath
of Oblivion and shudder at its embrace. For every 3m spent on this Charm, up to
the Abyssal’s (Essence x 3), he converts a single post soak damage die into a success.
This Charm is the Abyssal version of the Solar Charm Ten-Storms Strike.
Source: Jester7789

3
Flight of Nightmares
Cost: 6m; Mins: Essence 3, Archery 5; Type: Supplemental
Keywords: Avatar (1), Combo-Ok, Mirror, Obvious
Duration: Instant
Prerequisites: Twisting Spiteful Shaft
Nightmares born from the thoughts of the Neverborn wreath the Deathknight’s
arrow, making it as unstoppable as those perpetual horrors that they dream. An
attack enhanced by this Charm becomes both unblockable and undodgeable
This Charm is the Abyssal version of the Solar Charm Indomitable Arrow’s Flight.
Source: Jester7789

Flock of Murder
Cost: 12m 1wp; Mins: Essence 5, Archery 5; Type: Simple
Keywords: Avatar (3), Mirror, Obvious
Duration: One Scene
Prerequisites: Doom Drawn and Imminent, Elegant Executioner Stance
The Deathknight internalizes Oblivion’s hunger to destroy and focuses it
through himself and his archer potential. For the duration of this Charm the Abyssal
gains a fully Independent Archery action on every regular action he takes. He doesn’t
have to use this Independent Archery action but, if he does, it can only be for Archery
based actions- this includes Charm use. This does not normally apply to artillery
weapons unless he also knows War-Machine Mastery.
At Essence 7 the Deathknight may repurchase this Charm. Doing so allow him
to pay an additional 8m and 1wp either when activating this Charm or as a Simple
Charm use later in that scene. This doubles this Charm’s effects, granting him two
Independent Archery actions for the scene.
This Charm is the Abyssal version of the Solar Charm Peerless Archery Offensive.
Source: Jester7789

Midnight Storm of Unstoppable Bolts


Cost: 12m 1wp; Mins: Essence 5, Archery 5; Type: Supplemental
Keywords: Avatar (5), Combo-Ok, Mirror, Obvious
Duration: Until Next Action
Prerequisites: Death’s Hoary Breath, Flight of Nightmares
The Void manifests in every bolt that the Deathknight launches and every gout
of flame that scars his opponent. This Charm need only be activated once and it
applies to every Archery based attack that the Abyssal takes until his next action.
Every such attack gains the benefit of Flight of Nightmares for this Charm’s duration.
This Charm is the Abyssal version of the Solar Charm Typhoon of Unstoppable
Arrows.
Source: Jester7789

Oblivion-Channeled Arrow
Cost: 10m 1wp; Mins: Essence 6, Archery 6; Type: Simple
Keywords: Avatar (3), Combo-Basic, Knockback, Mirror, Obvious, Shaping
Duration: Instant
Prerequisites: Piercing Ghost Barb, Flawless Archer Discipline, Horrific Pyre

4
Arrow
The Deathknight draws a bolt of pure Oblivion across his bow or forms a perfect
orb of the Void within his Firewand and the world around him shudders in horror.
The attack created by this Charm has no range limit, so long as the Abyssal can see
his target, and it is both unblockable and undodgeable; if this were the end of its
effects then Oblivion would not be such a fearsome foe. When released the attack
takes the form of a nightmare, both immaterial and barely real, to pass harmlessly
through any obstacle or opponent in its way. Behind the arrow-made-nightmare is a
maelstrom native to the Underworld causing any being within an area equal to the
Abyssal’s (Archery + Essence) yards of the arrow’s flight to roll to resist knockdown
against a difficulty of 5; this roll is made by rolling either (Stamina + Resistance) or
(Dexterity + Athletics), those that fail are knocked back a number of yards equal to
the Abyssal’s (Essence x 3) as well as being knocked prone. If this were not enough,
those caught in the following maelstrom suffer a number of lethal dice of damage
equal to the Abyssal’s (Essence x 2); this can be soaked as normal but cannot be
evaded without moving out of the range of this attack.
The worst effect is saved for the hated target of this attack. The target suffers
the strike as normal, including the effects of Piercing Ghost Barb, save that the
damage is doubled in step 7 before applying Hardness and Soak and is converted to
Aggravated damage. In step 10 of combat resolution the attack erupts into a black
orb of Oblivion, harming everything within the Abyssal’s (Essence x 5) yards of the
target. Everything in this area must soak a number of aggravated dice of damage
equal to the raw damage of the attack, before it is doubled, including the original
target.
At Archery 8, Essence 8 and Whispers 4, if the original target suffers any health
levels of damage, he must roll his Essence against a difficulty of one. Failure causes
the target to die automatically as his soul is pulled from his body and sent screaming
into the Void. Those that succeed are stripped of a temporary point of willpower
from the terror of the attack and the Abyssal drinks it in, regaining a single point of
willpower. These are a shaping effects.
At Archery 9, Essence 9, Whispers 5 the difficulty of this Essence roll is increased
to two and a surviving target loses three temporary willpower, the Abyssal still only
regains one.
This Charm is the Abyssal version of the Solar Charm Cataclysm Releasing Bolt.
Source: Jester7789

The Quiver Bleeds


Cost: 5m per effect, 1wp; Mins: Essence 3, Archery 5; Type: Reflexive
Keywords: Combo-Basic, Mirror (Golden Spirit Quiver), Obvious
Duration: One scene
Prerequisites: Splinter of the Void
The Deathknight’s weapons bleed steel and black essence, drowning the world
beneath the tide of their blood. Invoking this Charm, the Deathknight may enchant
a single archery weapon, granting it the benefits of Splinter of the Void for an entire
scene. He may apply as many effects as he wishes to the weapon, paying five motes
for each one. The Exalt cannot invoke Splinter of the Void to stack its benefits doubly
with those already granted to the weapon.
Source: The Demented One

5
Bone and Bolt Crossfire
Cost: 15m, 1wp; Mins: Essence 3, Archery 5; Type: Simple
Keywords: Combo-Basic, Counterattack, Mirror (Arrow Thicket Discipline)
Duration: One scene
Prerequisites: , Lightning Arrow Stance
So long as the Deathknight holds his bow, nothing he can see is safe. The
Abyssal may make an Archery-based counterattack in response to any attack against
himself or an ally within range of his weapon. However, making any attack other
than a counterattack causes this Charm’s duration to end.
Source: The Demented One

Ossific Nightmare Shards


Cost: ; Mins: Essence 5, Archery 5; Type: Permanent
Keywords: Mirror (Shining Bow Perfection)
Duration: Permanent
Prerequisites: , Exquisite Relic Bow
The Abyssal adds his Essence to the base Damage of any weapon he summons
with Exquisite Relic Bow, and he adds his (Essence x 50) to the bow’s range. Attacks
made with such unholy weapons halve any Parry DV applied against them, seeming
to strangely drift through any deflecting blade or shield placed in their way. Finally,
the Abyssal may reduce the cost of Splinter of the Void and Relic Arrow Method by
one mote each, to a minimum of zero, when applying them to attacks made with his
summoned bow. An Abyssal with Archery 6 may purchase this Charm a second time,
reducing the mote cost to activate Exquisite Relic Bow to a single mote.
Source: The Demented One

Black Agony Engine


Cost: ; Mins: Essence 5, Archery 5; Type: Permanent
Keywords: Crippling, Mirror (Blinding Sunburst Radiance)
Duration: Permanent
Prerequisites: , Gasp of Dead Gods
The Abyssal adds his Essence to the base Damage and range of any weapon
he summons with Gasp of Dead Gods, while its Rate becomes equal to his Essence.
Any character damaged this summoned flamepiece is wracked with unbearable pain,
suffering a -2 external penalty on all non-reflexive physical actions until their DV
next refreshes, as a Crippling effect. An Abyssal with Archery 6 may purchase this
Charm a second time, reducing the mote cost to activate Gasp of Dead Gods to a
single mote.
Source: The Demented One

Screaming Wraith Arrow


Cost: (+1m); Mins: Essence 3, Archery 4; Type: Permanent
Keywords: Mirror (Arrows Knows Its Mark), Obvious
Duration: Permanent
Prerequisites: Pulse of the Prey
Neither darkest day nor brightest night can stand against the inevitable wrath
of the Deathknights, nor any shield offer bulwark against their quarrels. This Charm

6
upgrades Pulse of the Prey, allowing the Abyssal to pay a surcharge of one mote when
activating it to ignore any cover bonuses to the DV of his target. In addition, he is
able to bank arrows around corners, or to shoot directly through the minute flaws in
any wall or barrier that is not of First Age construction or magically impermeable,
allowing him to target enemies on the other side of such obstructions so long as they
are within the range of his visibility, and he can see them directly. A Deathknight
who knows Flawless Archer Discipline may also use this Charm to enhance it, paying
the surcharge to bypass cover as above.
Source: The Demented One

Endless Reach of Revenge


Cost: 3m, 1wp; Mins: Essence 2, Archery 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Mirror (Sun Ray Retribution)
Duration: Instant
Prerequisites: , Pulse of the Prey
Oblivion claims all when they least expect it. The Abyssal may activate this
Charm in response to any attack made against himself or another ally within the
range of his weapon, allowing him to make an Archery-based counterattack.
Source: The Demented One

Wicked Slaughter Thorns


Cost: 6m, 1wp; Mins: Essence 2, Archery 5; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Counterattack, Mirror (Sky-Bolt Punishment)
Duration: One action
Prerequisites: , Sudden Death Response
The Abyssal takes sadistic pleasure in using his own allies as baiting, ruthlessly
shooting down any enemy who opens his defenses. The Abyssal may activate this
Charm in response to any attack made against himself or another ally within the
range of his weapon, allowing him to make an Archery-based counterattack against
any attack made against that character for the rest of the action.
Source: The Demented One

Eternal Anguish Arsenal


Cost: ; Mins: Essence 4, Archery 5; Type: Permanent
Keywords: Mirror (Breath of the Sun)
Duration: Permanent
Prerequisites: , Quiver of Souls
The Deathknights war-bow is strung with arrows of hurt and heartbreak, his
every memory of suffering beaten and forged into weapons. This Charm upgrades
Quiver of Souls. Any ammunition created by it adds the Deathknight’s (Essence) to
its damage, rather than just one. In addition, he treats any ranged weapon that he
attacks with as having infinite Rate, so long as each attack is made with ammunition
supplied by Quiver of Souls. At Essence 6, the duration of Quiver of Souls is extended
to Indefinite.
Source: The Demented One

7
Night Brings Countless Needles
Cost: 10m, 1wp; Mins: Essence 2, Archery 5; Type: Extra Action
Keywords: Combo-OK, Mirror (Iron Needle Rain), Obvious
Duration: Instant
Prerequisites: Withering Feathered Maelstrom
Iron flies from the Abyssals fingers, sending barbs and jagged shards flying
everywhere. Against such an onslaught, there is no escape. This Charm creates
a magical flurry, allowing the Deathknight to make up to (Dexterity + 1) Archery
attacks at his full dice pool. The flurry ignores Rate and multiple action penalties,
and has a Speed rating and DV penalty equal to the highest of any action within the
flurry. Each attack in the flurry inflicts an onslaught penalty equal to the total number
of attacks in the flurry, rather than the normal cumulative penalties. This Charm is
difficult to use with weapons that require an action to reload, such as firewands. The
Abyssal may make a single attack with each such weapon normally, but all further
attacks with that weapon count as two actions for determining how many attacks he
may make in the flurry.
Source: The Demented One

Fields of Raining Iron


Cost: ; Mins: Essence 4, Archery 5; Type: Permanent
Keywords: Mirror (Earth-Shadowing Arrow Onslaught)
Duration: Permanent
Prerequisites: Iron Needle Rain
Among the ranks of the Abyssal Exalted, it is considered an amusing trick to
slaughter a dozen mortals with a single shot. Such games are practice for the field
of battle, in which the Deathknights marksmanship will find victims more suited to
his skill. This Charm upgrades Withering Feathered Maelstrom and Night Brings
Countless Needles, increasing the maximum number of attacks the Abyssal may in-
clude in the magical flurries they create by two. At the Storyteller’s discretion, this
benefit may also apply to other Abyssal Archery Charms that create magical flurries.
Source: The Demented One

Swift Steel Vengeance


Cost: ; Mins: Essence 2, Archery 4; Type: Permanent
Keywords: Mirror (Keen-Eyed Marksman Defense)
Duration: Permanent
Prerequisites: , Sudden Death Response
Stringing arrows with the greatest of ease, the Abyssal can shoot down his
victims and then swiftly disappear into the night. The Deathknight no longer suffers
counterattack penalties to his DVs for making counterattacks granted by any Abyssal
Archery Charm. In addition, if he makes such a counterattack in response to an attack
that inflicted post-soak damage, he adds one to the Accuracy of his own attack, a
bonus that does not count as dice added by Charms.
Source: The Demented One

Horrific Pyre Arrow


Cost: 6m; Mins: Essence 3, Archery 4; Type: Simple (speed 4)

8
Keywords: Combo-Ok, Mirror, Obvious
Duration: Instant
Prerequisites: , Excellency Any Archery Excellency, Splinter of the Void
The Deathknight wreathes his arrow in a sheen of green essence reminiscent of
Pyre Flame. This Charm does not interfere with any part of the Abyssal’s archery-
based attack except that the attack inflicts Aggravated damage instead.
This Charm is the Abyssal Mirror of the Solar Charm Violent Destruction Bolt.
Source: Jester7789

Soulless Hunter’s Method


Cost: None; Mins: Essence 1, Archery 4; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: , Excellency Any Archery Excellency
Deathknights elevate the skill of hunting to the supernatural level with cruel
conviction. The Abyssal adds his Dexterity to the base damage of every Archery
based attack he makes; such is the horror of his applied, harsh skill. He also adds
twice his aim bonus in damage dice to the raw damage of his attack in step 7 of
combat resolution, creating a woeful experience for any of his unfortunate prey.
If repurchased at Archery 5 and Essence 4 the Abyssal gains a greater under-
standing of how to apply his skill to end a target’s life. He increases the rate of all
non-artillery weapons by one and, if he inflicts more post-soak damage dice than his
target’s Stamina and inflicts at least one health level of lethal damage, he can inflict
a crippling or maiming effect on them as well.
This Charm is the Abyssal version of the Solar Charm Effortless Marksman’s
Finesse.
Source: Jester7789

Colossal Relic Weaponry


Cost: None; Mins: Essence 4, Archery 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: , Exquisite Relic Bow or Gasp of Dead Gods
The weapons of the Neverborns’ Champions are the best at bringing about
the doom of Creation what, then, could be better suited to equip their walking war-
machine’s with than their own summoned weaponry? This Charm allows an Abyssal
to spend an additional Simple action (non-Charm use) to increase the size of his Relic
Bow or the Firewand summoned by Gasp of Dead Gods to become better suited for
the use in war-strider sized hands. This increases the minimum strength required to
wield them to ten but also increases their damage by the Deathknight’s Essence and
increasing his bow’s range by (Essence x 20) yards and his firewand by (Essence x 2)
yards.
This Charm is the Abyssal version of the Solar Charm Titanic Weaponry Enhance-
ment.
Source: Jester7789

9
Oblivion Spike
Cost: None (+1wp); Mins: Essence 4, Archery 5; Type: Special
Keywords: Avatar (1), Mirror
Duration: Permanent
Prerequisites: Splinter of the Void, Infinite Archery Mastery
This Charm enhances the Charm Splinter of the Void. When a Deathknight
activates that Charm he may spend an additional point of willpower increasing the
amount of damage that Charm adds to his archery attack from (Essence) to (Essence
x Essence). When used in this way, Splinter of the Void manifests as a dream of
Oblivion plucked from the nightmares of the Neverborn, terrifying onlookers.
This Charm is the Abyssal Mirror of the Solar Charm Solar Comet Augmentation.
Source: Jester7789

Baleful Void-Splinter Union


Cost: None; Mins: Essence 5, Archery 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Splinter of the Void, Archery Essence Flow
A Deathknight with this Charm is better suited to murder his prey. This Charm
enhances the Charm Splinter of the Void making it a natural power instead of a Charm
use.
This Charm is the Abyssal version of the Solar Charm Essence Arrow Harmoniza-
tion.
Source: Jester7789

Bloodthirsty Arrow
Cost: 1m per die or 2m per -1DV; Mins: Essence 2, Archery 2; Type: Supple-
mental
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This Charm adds dice to post soak damage of an Archery attack or reduces the
target’s DVs. Both effects may be used at once.Source Second Edition Storytellers
Companion, p. 94.
””’Note:”’ This Charm is from the Second Edition Storyteller’s Companion and
may not be accepted for use. Check with your Storyteller.”
Source: Second Edition Storytellers Companion

Bloodthirsty Arrow
Cost: 1 mote per die; Mins: Essence 2, Archery 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: , None
This Charm allows the Abyssal Exalted Abyssal to either reduce the target’s
dice pool, or add dice to an attack against a living target,
Source Exalted: The Abyssals, p. 157.
Source: Exalted: The Abyssals

10
Iron Sleet Attack
Cost: 4m; Mins: Essence 2, Archery 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Twisting Spiteful Shaft, Splinter of the Void
This Charm increases the raw damage of an attack and, if the attack causes
any damage, inflicts a crippling chill effect.
Source Manual of Exalted Power: Abyssals, p. 125.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ The version of this Charm listed in the Second Edition Storytellers
Companion does not list a prerequisite.”
Source: Manual of Exalted Power: Abyssals

Iron Sleet Attack


Cost: 4m; Mins: Essence 2, Archery 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Twisting Spiteful Shaft, Splinter of the Void
This Charm increases the raw damage of an attack and, if the attack causes
any damage, inflicts a crippling chill effect.
Source Manual of Exalted Power: Abyssals, p. 125.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ The version of this Charm listed in the Second Edition Storytellers
Companion does not list a prerequisite.”
Source: Manual of Exalted Power: Abyssals

Iron Sleet Attack


Cost: 4m; Mins: Essence 2, Archery 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisites: Twisting Spiteful Shaft, Splinter of the Void
This Charm increases the raw damage of an attack and, if the attack causes
any damage, inflicts a crippling chill effect.
Source Manual of Exalted Power: Abyssals, p. 125.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ The version of this Charm listed in the Second Edition Storytellers
Companion does not list a prerequisite.”
Source: Manual of Exalted Power: Abyssals

Piercing Ghost Barb


Cost: 6m, 1wp; Mins: Essence 3, Archery 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Pulse of the Prey

11
This Charm allows the Abyssal Exalted Abyssal to negate penalties from cover
to Archery-based attacks and makes the attack unblockable except to unarmed par-
ries.
Source Manual of Exalted Power: Abyssals, p. 122.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ This Charm has a type of Simple (Speed 4/DV -2) when listed in the
Second Edition Storytellers Companion. It also has no listed prerequisite.”
Source: Manual of Exalted Power: Abyssals

Piercing Ghost Barb


Cost: 6m, 1wp; Mins: Essence 3, Archery 5; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Pulse of the Prey
This Charm allows the Abyssal Exalted Abyssal to negate penalties from cover
to Archery-based attacks and makes the attack unblockable except to unarmed par-
ries.
Source Manual of Exalted Power: Abyssals, p. 122.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ This Charm has a type of Simple (Speed 4/DV -2) when listed in the
Second Edition Storytellers Companion. It also has no listed prerequisite.”
Source: Manual of Exalted Power: Abyssals

Piercing Ghost Barb


Cost: 6 motes, 1 Willpower; Mins: Essence 3, Archery 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Pulse of the Prey, Splinter of the Void
This Charm allows the Abyssal Exalted Abyssal to fire an arrow of Essence
that bypasses non-living matter, negating cover and armor. This attack can also hit
dematerialized spirits.
Source Exalted: The Abyssals, p. 159.
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=Arrows en-
chanted with this Charm are unblockable by non-magical weapons or objects.
Source: Exalted: The Abyssals

Circling Vulture Strike


Cost: 3m or 1m; Mins: Essence 2, Archery 4; Type: Supplemental
Keywords: Combo-OK, Martial-Ready, Mirror (Returning Sunrise Strike)
Duration: Instant
Prerequisites: , Blade-Summoning Gesture (Thrown)
This Charm can be used to supplement any Thrown attack the Abyssal makes.
Whether or not it hits, the weapon continues of its own hungry volition, whirling
back to strike at its victim once more. At the start of the targets next action, after

12
their DV refreshes, the attack repeats Steps 1-10, effectively being thrown at them
a second time. The Abyssal does not need to be within his weapon’s range for this
effect to take place, though if he is within his opponent’s engagement range he can
enhance the repeated attack with Charms as normal. If the Abyssal uses this Charm
to enhance such a repeated attack, he reduces its cost to one mote.
This repeated strike is aborted if the weapon in question is destroyed or disarmed?
before it can make its attack (this requires an attack roll at a difficulty of Solar’s
Thrown and a -3 external penalty, targeting the weapon in question), or if the thrower
recalls it himself (such as through Blade-Summoning Gesture).
After completing its repeated strikes, the weapon reacts as it normally would,
generally by falling to the ground or returning to its masters hands.
”Martial-Ready”: Archery
”’Mirror”’: This Charm has an identical Solar version, called Returning Sunrise
Strike.
Source: Revlid

Withering Feathered Maelstrom


Cost: 2m or 4m per attack; Mins: Essence 2, Archery 3; Type: Extra Action
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Any Archery Excellency
This Charm allows the Abyssal Exalted Abyssal to make a magical flurry of
Archery attacks, with a number of attacks based on her Essence (trait) Essence. This
Charm is more costly to use with slow-to-reload weapons, such as Items:Firewand
firewands or siege crossbows.
This Charm is the Abyssal version of the Solar Charm Trance of Unhesitating
Speed.
Source Manual of Exalted Power: Abyssals, p. 123.
Source Second Edition Storytellers Companion, pp. 94-95.Category:Charms from
Second Edition Storytellers Companion
””’Note:”’ This Charm costs 8m, 1wp and requires Archery 5 when listed in the
Second Edition Storytellers Companion.”
errata-fix edition=Secondsource=Scroll of Erratacost=1m or 2m per attackpre-
req=Nonetext=Each shot normally costs one mote; weapons such as firewands or
siege crossbows cost two motes.
Source: Manual of Exalted Power: Abyssals

Withering Feathered Maelstrom


Cost: 8 motes, 1 Willpower; Mins: Essence 2, Archery 5; Type: Extra Action
Keywords:
Duration: Instant
Prerequisites: Flawless Archer Discipline
This Charm allows the Abyssal Exalted Abyssal to continue attacking until
they have done damage a number of times equal to their Archery score.
Source Exalted: The Abyssals, p. 158.
Source: Exalted: The Abyssals

13
Banished Bow Arsenal
Cost: 1m; Mins: Essence 2, Archery 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Splinter of the Void
This Charm allows the Abyssal Exalted Abyssal to hide an Archery weapon
Elsewhere. Multiple weapons can be banished through multiple activations of this
Charm.
This Charm is the Abyssal Mirror of the Solar Charm Summoning the Loyal Bow.
Source Manual of Exalted Power: Abyssals, p. 124.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Merged,
Mirror (Summoning the Loyal Bow)text=”Merged:” Void Sheath Technique (Melee).
Source: Manual of Exalted Power: Abyssals

Pulse of the Prey


Cost: 3m or 5m; Mins: Essence 1, Archery 4; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Soul-Invading Glance, Excellency Any Archery Excellency
This Charm allows the Abyssal Exalted Abyssal to ignore any external and most
internal penalties to a single Archery attack. With higher Essence (trait) Essence,
the Exalt can also increase the range of the attack to her own line of sight.
This Charm is the Abyssal Mirror of the Solar Charm There Is No Wind.
Source Manual of Exalted Power: Abyssals, p. 122.
Source: Manual of Exalted Power: Abyssals

Pulse of the Prey


Cost: 3m or 5m; Mins: Essence 1, Archery 4; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Soul-Invading Glance, Excellency Any Archery Excellency
This Charm allows the Abyssal Exalted Abyssal to ignore any external and most
internal penalties to a single Archery attack. With higher Essence (trait) Essence,
the Exalt can also increase the range of the attack to her own line of sight.
This Charm is the Abyssal Mirror of the Solar Charm There Is No Wind.
Source Manual of Exalted Power: Abyssals, p. 122.
Source: Manual of Exalted Power: Abyssals

Relic Arrow Method


Cost: (1m per attack); Mins: Essence 2, Archery 3; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Bloodthirsty Arrow, Splinter of the Void
This Charm allows the Abyssal Exalted Abyssal to make Archery attacks using
otherwise mundane arrows made out of Essence.
This Charm is the Abyssal Mirror of the Solar Charm Phantom Arrow Technique.
Source Manual of Exalted Power: Abyssals, p. 125.

14
Source: Manual of Exalted Power: Abyssals

Relic Arrow Method


Cost: (1m per attack); Mins: Essence 2, Archery 3; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Bloodthirsty Arrow, Splinter of the Void
This Charm allows the Abyssal Exalted Abyssal to make Archery attacks using
otherwise mundane arrows made out of Essence.
This Charm is the Abyssal Mirror of the Solar Charm Phantom Arrow Technique.
Source Manual of Exalted Power: Abyssals, p. 125.
Source: Manual of Exalted Power: Abyssals

Twisting Spiteful Shaft


Cost: 4m; Mins: Essence 3, Archery 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Spirit-Hardened Frame, Pulse of the Prey
This Charm inflicts additional damage upon the Abyssal Exalted Abyssal’s
target until the effect is stopped.
Source Manual of Exalted Power: Abyssals, p. 122.
Source: Manual of Exalted Power: Abyssals

Twisting Spiteful Shaft


Cost: 4m; Mins: Essence 3, Archery 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Spirit-Hardened Frame, Pulse of the Prey
This Charm inflicts additional damage upon the Abyssal Exalted Abyssal’s
target until the effect is stopped.
Source Manual of Exalted Power: Abyssals, p. 122.
Source: Manual of Exalted Power: Abyssals

Flawless Archer Discipline


Cost: 1m, 1wp; Mins: Essence 3, Archery 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Any (Ability) Excellency, Pulse of the Prey
This Charm allows the Abyssal Exalted Abyssal to perform a single, perfect
shot. It may be a trick shot, and is not otherwise enhanced, but it will strike true.
This Charm is the Abyssal Mirror of the Solar Charm Accuracy Without Distance.
Source Manual of Exalted Power: Abyssals, p. 122.
2.5errata source=Scroll of Erratacost=4m, 1wp
Source: Manual of Exalted Power: Abyssals

15
Flawless Archer Discipline
Cost: 1m, 1wp; Mins: Essence 3, Archery 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Any (Ability) Excellency, Pulse of the Prey
This Charm allows the Abyssal Exalted Abyssal to perform a single, perfect
shot. It may be a trick shot, and is not otherwise enhanced, but it will strike true.
This Charm is the Abyssal Mirror of the Solar Charm Accuracy Without Distance.
Source Manual of Exalted Power: Abyssals, p. 122.
2.5errata source=Scroll of Erratacost=4m, 1wp
Source: Manual of Exalted Power: Abyssals

Flawless Archer Discipline


Cost: 2 motes, 1 Willpower; Mins: Essence 2, Archery 5; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Pulse of the Prey
This Charm allows the Abyssal Exalted Abyssal to perform a single, perfect
shot. It may be a trick shot, and is not otherwise enhanced, but it will strike true.
Source Exalted: The Abyssals, p. 158.
Source: Exalted: The Abyssals

Exquisite Relic Bow


Cost: 5m, 1wp; Mins: Essence 3, Archery 4; Type: Simple (Speed 5)
Keywords: Mirror, Obvious
Duration: One scene
Prerequisites: Relic Arrow Method
This Charm creates a bow from pure Essence. See also Gasp of Dead Gods.
This Charm is the Abyssal Mirror of the Solar Charm Immaculate Golden Bow.
Source Manual of Exalted Power: Abyssals, p. 125.
2.5erratasource=Scroll of Erratacost=3m, 1wp or 5m,
1wptype=Simplekeywords=Combo-OK, Emotion, Mirror (Immaculate Golden
Bow), Obviousprereq=Essence Arrow Attacktext=”Replace the text of the Charm
with the following:”
¡p¿The Abyssal shapes his Essence into a deadly bow. This Charm is identical to
Resplendent Shadow Blade, except that it creates artifact bows (including crossbows,
if the Abyssal is familiar with them).¡/p¿
Source: Manual of Exalted Power: Abyssals

Exquisite Relic Bow


Cost: 5 motes, 1 Willpower; Mins: Essence 3, Archery 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Relic Arrow Method
This Charm creates a bow from pure Essence.
Source Exalted: The Abyssals, p. 159.

16
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=The stats of
the weapon this Charm creates have changed. Please see the text for further details.
Source: Exalted: The Abyssals

Gasp of Dead Gods


Cost: 5m, 1wp; Mins: Essence 4, Archery 5; Type: Simple (Speed 5)
Keywords: Mirror, Obvious
Duration: One scene
Prerequisites: Quiver of Souls
This Charm creates a Items:Firewand firewand from pure Essence. See also
Exquisite Relic Bow.
This Charm is the Abyssal Mirror of the Solar Charm Solar Flare Methodology.
Source Manual of Exalted Power: Abyssals, p. 125.
2.5errata source=Scroll of Erratacost=3m, 1wp or 5m,
1wptrait=Archerymin=4essence=3type=Simplekeywords=Combo-OK, Emotion,
Mirror (Solar Flare Methodology), Obviousprereq=CEssence Arrow Attack-
text=”Replace the text of the Charm with the following:”
¡p¿The Abyssal shapes his Essence into a firewand. This Charm is identical to Re-
splendent Shadow Blade, except that it creates artifact firewands and similar weapons.
Examples include the plasma tongue repeater (see Wonders of the Lost Age, p. 75)
or the prayer piece (see Glories of the Most High: The Unconquered Sun, p. 38).¡/p¿
Source: Manual of Exalted Power: Abyssals

Splinter of the Void


Cost: 2m; Mins: Essence 2, Archery 2; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Withering Feathered Maelstrom
This Charm increases the raw damage of an Archery-based attack and allows
the Abyssal Exalted Abyssal to further enhance the attack with additional effects.
This Charm is the Abyssal version of the Solar Charm Essence Arrow Attack.
Source Manual of Exalted Power: Abyssals, p. 124.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ This Charm costs 1m per 2L, is type Simple (Speed 5/DV-2), and has
a minimum Archery of 4 when listed in the Second Edition Storytellers Companion.”
2.5errata source=Scroll of Erratatext=The Hundred Paces Bite option cannot
drain more motes on an attack than the total levels of damage dealt in Step 10.
Source: Manual of Exalted Power: Abyssals

Splinter of the Void


Cost: 2m; Mins: Essence 2, Archery 2; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Withering Feathered Maelstrom
This Charm increases the raw damage of an Archery-based attack and allows
the Abyssal Exalted Abyssal to further enhance the attack with additional effects.

17
This Charm is the Abyssal version of the Solar Charm Essence Arrow Attack.
Source Manual of Exalted Power: Abyssals, p. 124.
Source Second Edition Storytellers Companion, p. 94.Category:Charms from Sec-
ond Edition Storytellers Companion
””’Note:”’ This Charm costs 1m per 2L, is type Simple (Speed 5/DV-2), and has
a minimum Archery of 4 when listed in the Second Edition Storytellers Companion.”
2.5errata source=Scroll of Erratatext=The Hundred Paces Bite option cannot
drain more motes on an attack than the total levels of damage dealt in Step 10.
Source: Manual of Exalted Power: Abyssals

Splinter of the Void


Cost: 1 mote per 2L; Mins: Essence 2, Archery 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Relic Arrow Method
This Charm allows the Abyssal Exalted Abyssal to fire a bolt of Oblivion from
their bow. The bow does not add to the damage, and range is based on permanent
Essence (trait) Essence.
Source Exalted: The Abyssals, p. 159.
Source: Exalted: The Abyssals

On Wings of Night
Cost: 4m, 1wp; Mins: Essence 4, Athletics 5; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Crouching Gargoyle Stance, Mist Over Ice
This Charm allows an Abyssal to fly through the air at night or otherwise out
of the sun’s light.
This Charm is the Abyssal Mirror of the Solar Charm Eagle-Wing Style.
Source Manual of Exalted Power: Abyssals, p. 165.
Source: Manual of Exalted Power: Abyssals

Earth-Forsaking Stance
Cost: 2m; Mins: Essence 2, Athletics 4; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: Until next action
Prerequisites: Spider Pounce Technique
This Charm extends the Abyssal’s leaps to monumental distances.
This Charm is the Abyssal Mirror of the Solar Charm Soaring Crane Leap.
Source Manual of Exalted Power: Abyssals, p. 165.
Source: Manual of Exalted Power: Abyssals

Stepping Outside Existence


Cost: 10m, 1wp; Mins: Essence 4, Athletics 5; Type: Simple (Dramatic Action)
Keywords: Avatar (1), Combo-OK, Mirror, Obvious, Shaping
Duration: Instant

18
Prerequisites: Earth-Forsaking Stance
By briefly slipping him into some dark place outside existence, this Charm
transports the Abyssal miles away from his current destination.
This Charm is the Abyssal Mirror of the Solar Charm Mountain-Crossing Leap
Technique.
Source Manual of Exalted Power: Abyssals, p. 166.
Source: Manual of Exalted Power: Abyssals

Cracked Foundation Roar


Cost: (+1wp); Mins: Essence 4, Athletics 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Grasping Void Sinew
With the intimacy of a lover, the Abyssal finds just the right spot in some grand
architecture, then tears out vast chunks of it. Though not necessary, this is usually
accompanied by a great roar or a scream through gritted teeth as the characters
tendons strain just short of snapping. With this Charm, the deathknight can spend
an additional Willpower to use Grasping Void Sinew to target an entire structure with
a feat of strength to break the target. The Strength + Athletics of the deathknight
is compared to the lethal soak of the structure as if that were the total necessary
to break it. Instead of outright breaking the structure, any points of Strength +
Athletics in excess of the targets reduced soak are applied as levels of lethal damage.
As per the vehicle rules found in ”’Scroll of Kings”’, p. 40-42, a feat of strength
enhanced by this Charm is a comparable threat.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Foe-Prostrating Technique
Cost: ; Mins: Essence 3, Athletics 4; Type: Permanent
Keywords: Knockback, Mirror
Duration: Instant
Prerequisites: Falling Scythe Attack
The prodigious weight of the Void drives all foes to their proper place: groveling
on the ground. When the Exalt uses Falling Scythe Attack to enhance an attack, if
that attack successfully hits its raw damage is increased by (Essence) and the target
is automatically knocked prone.
This Charm is the Abyssal Mirror of the Solar Charm Crashing Retribution Blow.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Grasping Void Sinew


Cost: (2m); Mins: Essence 3, Athletics 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Corpse-Might Surge
Muscles straining painfully, the Exalt cracks even the most well-built object
as if it were made of egg shell. As long as the Exalts Corpse-Might Surge is active,

19
she may reflexively pay two motes to double her effective Strength + Athletics when
performing a feat of strength to break an object.
A second purchase of this Charm at Essence 5+ changes it so that it multiplies
the Abyssals Strength + Athletics total by her permanent Essence. In addition,
the deathknight may use Grasping Void Sinew to break objects that are nominally
indestructible, contesting the effect normally.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Home-Wrecking Fury
Cost: ; Mins: Essence 3, Athletics 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Corpse-Might Surge
The Abyssal Exalted dismantle the glories of the world with frightening ease.
For the rest of the scene after activating Corpse-Might Surge, the Exalt may perform
feats of strength to break objects (”’Exalted”’, p. 127) as Miscellaneous actions.
This Charm is the Abyssal Mirror of the Solar Charm Castle-Toppling Shove.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Insidious Shadow Trick


Cost: 3m or 3m, 1wp; Mins: Essence 3, Athletics 4; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Shadow Races the Light
What need have the champions of the fallen Creators for the laws of time and
space? This Charm replaces the normal Move, Dash or Jump action of the Abyssal
during one tick of movement. The deathknight covers the same distance he otherwise
would have when taking that action, but instead of actually moving he disappears
in a cloud of blue and green smoke, appearing in a similarly odious fashion at his
destination. While all other rules apply normally to this movementsuch as that the
character can only Jump once each action or Move once each tickbecause this Charm
is reflexive, Dash, Jump and similar actions it mimics have a Speed of 0 and no
DV penalty. The Exalt also need not make any tests for unstable terrain unless
his beginning or ending points are on such instabilities; intervening impediments are
ignored.
Normally, this Charm does not allow the Exalt to bypass barriers that an unen-
hanced movement action could not get around. However, deathknights with Essence
4+ may spend a Willpower point when activating this Charm to pass through? such
barriers, as long as the character can see his destination. If the barrier is warded
against teleportation, this Charm fails.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Starving Devil Advance


Cost: ; Mins: Essence 3, Athletics 5; Type: Permanent

20
Keywords: None
Duration: Permanent
Prerequisites: Insidious Shadow Trick
This Charm permanently enhances the Abyssals Insidious Shadow Trick, allow-
ing her to use it in two new ways. She may activate it multiple times on a single
tick when pursuing someone. The deathknight may activate the Charm any time the
target she is chasing performs their own movement actions. If the Exalt herself is
fleeing or simply attempting to cover ground towards no particular foe, she can not
activate the Charm more than once per tick as normal.
The deathknight may also use Insidious Shadow Trick to enhance an attempt to
reestablish surprise (Exalted, p. 156), in which case it adds (Essence) successes to
her Stealth roll.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Broken World-Husk Violation


Cost: 3m, 1wp; Mins: Essence 2, Athletics 2, Whispers 1; Type: Supplemental
Keywords: Avatar (1), Combo-OK, Mirror (Stone-Shattering Step), Obvious
Duration: One action
Prerequisites: Shadow Races the Light
It is no hard thing to step through the corpse of a world already dying. This
Charm enhances any Dash action the Abyssal takes. They may move through any
barrier or obstacle that impedes their way, so long as the Abyssal’s (Essence + Athlet-
ics + Whispers) is greater than or equal to the (Strength + Athletics) total required
to break the obstacle. The wall or barrier decays to nothing as the Abyssal moves
through it, rotting as if thousands of years had passed.
Source: The Demented One

Darkness Outpaces the Daystar


Cost: ; Mins: Essence 3, Athletics 4; Type: Permanent
Keywords: Mirror (Racing the Sun), Obvious
Duration: Permanent
Prerequisites: , Shadow Races the Light
No matter how far the light may travel, the darkness always waits just beyond
its reach. This Charm upgrades Shadow Races the Light, granting it the Stackable
keyword. Each additional use adds (Athletics) again to the Abyssals Move and Dash
speeds, though stacking more than one use makes this Charm Obvious. The Abyssal
may stack as many activations of Shadow Races the Light as his essence pool permits.
Source: The Demented One

Flesh-Ripping Inhuman Speed


Cost: 8m, 1lhl; Mins: Essence 5, Athletics 5; Type: Reflexive
Keywords: Combo-Basic, Mirror (Seven Dragons Dance), Obvious
Duration: One scene
Prerequisites: , Tendon-Tearing Exertion
Hairline fractures run up the Deathknights spine as he moves with the impossi-
ble speed this Charm allows, destroying his body to fuel his power. He may take two

21
fully independent actions at a time, with the normal limits entailed by using indepen-
dent actions. The Abyssal may not take any non-reflexive social or mental actions
on any given action in which he chooses to take multiple fully independent actions,
but he need not do so on every action. Finally, while Extra Action Charms cannot
normally be used on an action in which a character takes multiple independent ac-
tions, the Abyssal may invoke Flesh-Ripping Inhuman Speed while he has this Charm
active. Doing so increases the number of fully independent actions he may take by
one, plus an additional one for every four motes he spends, although he cannot add
more than (Essence/2) independent actions this way.
Source: The Demented One

Tendon-Tearing Exertion
Cost: 4m per action, 1lhl; Mins: Essence 4, Athletics 5; Type: Extra Action
Keywords: Combo-OK, Mirror (Shining Chrysanthemum Step), Obvious
Duration: Instant
Prerequisites: , Darkness Outpaces the Daystar
Moving so fast that his own muscles snap and tear, the Abyssal can achieve
feats of inhuman speed and grace. This Charm allows the Deathknight to take a single
fully independent action, plus an additional one for every four motes he spends, to
a maximum of (Essence/2) additional actions (the initial action granted does not
count towards this limit). The Abyssal cannot take any non-reflexive social or mental
actions on an action in which he activates this Charm. This Charm is explicitly
allowed to be placed in Combos with Charms of other Abilities.
Source: The Demented One

Black Spiral Labyrinth


Cost: ; Mins: Essence 7, Athletics 7, Whispers 4; Type: Permanent
Keywords: Mirror (Heaven-Spanning Leap)
Duration: Permanent
Prerequisites: Stepping Outside Existence
Without fear of death, the Abyssal Exalted may traverse the dark unrealities
of nonexistence, following paths that do not exist through the shadow of the world.
This Charm permanently enhances the Abyssal’s Stepping Outside Existence Charm.
The maximum distance the Deathknight may travel is increased to (Whispers x 200)
miles. At its maximum range, such a crossing normally takes approximately two
hours to complete.
Source: The Demented One

Coffin-Shattering Strike
Cost: 3m; Mins: Essence 2, Athletics 3; Type: Reflexive
Keywords: Action-Only, Combo-OK, Mirror (Effortless Solar Strength)
Duration: Instant
Prerequisites: , Corpse-Might Surge
Solar strongmen can shatter an iron ball in the palm of their hand, or lift up
yeddim with a casual shrug. Activating this Charm, the Solar may reflexively make
a feat of strength to lift or break an object. A Solar with Athletics 4 and Essence 4
may purchase this Charm a second time. Doing so allows him to activate this Charm

22
as an innate power, which does not count as Charm activation.
Source: The Demented One

Spider Pounce Technique


Cost: 3m; Mins: Essence 2, Athletics 1; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites:
This Charm allows the Abyssal to jump far and with ease.
This Charm is the Abyssal Mirror of the Solar Charm Monkey Leap Technique.
Source Manual of Exalted Power: Abyssals, p. 165.
Source: Manual of Exalted Power: Abyssals

Spider Pounce Technique


Cost: 1 mote; Mins: Essence 1, Athletics 1; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Raiton’s Nimble Perch
This Charm allows the Abyssal to leap incredible distances.Source Exalted: The
Abyssals, p. 200.
Source: Exalted: The Abyssals

Raiton’s Nimble Perch


Cost: 3m; Mins: Essence 2, Athletics 1; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites:
This Charm keeps an Abyssal from losing her balance.
This Charm is the Abyssal Mirror of the Solar Charm Graceful Crane Stance.
Source Manual of Exalted Power: Abyssals, p. 164.
Source: Manual of Exalted Power: Abyssals

Raiton’s Nimble Perch


Cost: 3 motes; Mins: Essence 1, Athletics 1; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites:
This Charm allows the Abyssal to keep their balance with preternatural
ease.Source Exalted: The Abyssals, p. 200.
Source: Exalted: The Abyssals

Autumn Leaf’s Descent


Cost: 2 motes; Mins: Essence 2, Athletics 4; Type: Reflexive
Keywords:
Duration: Instant

23
Prerequisites: Spider Pounce Technique
This Charm allows the Abyssal to fall softly and noiselessly.Source Exalted:
The Abyssals, p. 201.
Source: Exalted: The Abyssals

Soaring Raptor Prana


Cost: 3 motes, 1 Willpower; Mins: Essence 3, Athletics 5; Type: Simple
Keywords:
Duration: Spectial
Prerequisites: Autumn Leaf’s Descent, Falling Scythe Attack
This Charm allows the Abyssal limited flight.Source Exalted: The Abyssals, p.
201.
Source: Exalted: The Abyssals

Flickering Image Strike


Cost: 5 mote, 1 Willpower; Mins: Essence 2, Athletics 3; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Shadow Races the Light
This Charm allows the Abyssal to increase the damage for a single attack.Source
Exalted: The Abyssals, p. 202.
Source: Exalted: The Abyssals

Crouching Gargoyle Stance


Cost: 4m; Mins: Essence 2, Athletics 3; Type: Reflexive
Keywords: Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: Raiton’s Nimble Perch
While this Charm is active an Abyssal can move along walls and ceilings. Mov-
ing across floors normally deactivates the Charm, unless the deathknight is powerful
and willing to pay a regular surcharge.
This Charm is the Abyssal Mirror of the Solar Charm Spider-Foot Style.
Source Manual of Exalted Power: Abyssals, p. 164-165.
Source: Manual of Exalted Power: Abyssals

Crouching Gargoyle Stance


Cost: 3 motes; Mins: Essence 2, Athletics 4; Type: Reflexive
Keywords:
Duration: Special
Prerequisites: Shadow Races the Light
This Charm allows the Abyssal to move along non-horizontal surfaces.Source
Exalted: The Abyssals, p. 202.
Source: Exalted: The Abyssals

24
Enhanced (Attribute) Discipline
Cost: 3/5 motes per dot; Mins: Essence 3, Athletics 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
This Charm allows the Abyssal to increase their Dexterity or Strength for a
short time.Source Exalted: The Abyssals, p. 203.
Source: Exalted: The Abyssals

Infirmity Inflicting Gesture


Cost: 3 motes per dot, 1 Willpower; Mins: Essence 2, Athletics 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Enhanced Strength Discipline
This Charm allows the Abyssal to drain a target of their Strength.Source Ex-
alted: The Abyssals, p. 203.
Source: Exalted: The Abyssals

Strength Stealing Technique


Cost: 4 motes per dot, 1 Willpower; Mins: Essence 3, Athletics 5; Type: Sup-
plemental
Keywords:
Duration: Instant
Prerequisites: Infirmity Inflicting Gesture
This Charm allows the Abyssal to use a target’s stolen Strength as their
own.Source Exalted: The Abyssals, p. 204.
Source: Exalted: The Abyssals

Nowhere is Safe
Cost: 3m; Mins: Essence 4, Athletics 3; Type: Reflexive
Keywords: Combo-OK, Mirror, Obvious, War
Duration: One scene
Prerequisites: Any Athletics Excellency
This Charm allows the Abyssal’s Athletics Charms to gain the Leader keyword,
provided the unit is comprised of creatures of death. See the text of the Charm for
full details.
The Solar Mirror of this Abyssal Charm is Flying Faith Legion.
Source Thousand Correct Actions of the Upright Soldier, pp. 87-88.
Source: Thousand Correct Actions of the Upright Soldier

Strength Forged in Steel


Cost: 6m; Mins: Essence 2, Athletics 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Strength Carved from Orichalcum)
Duration: One scene
Prerequisites: , Excellency Any Athletics Excellency

25
The Abyssal Exalted have already wrestled with death itself, and triumphed.
Nothing less than Oblivion may contest their strength. The Abyssal may ignore up to
(Athletics) in penalties on his physical actions that are imposed by another character’s
Charms, or similar supernatural powers. This reduction applies to external penalties
first, and then to internal penalties. If such an effect increases or enhances a penalty
the Deathknight suffers, he may apply the reduction to the increased penalty, although
this cannot reduce it below its base value.
Source: The Demented One

Mist Over Ice


Cost: 4m; Mins: Essence 2, Athletics 4; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Raiton’s Nimble Perch
This Charm allows an Abyssal to walk across water and other normally preg-
nable surfaces.
This Charm is the Abyssal Mirror of the Solar Charm Feather-Foot Style.
Source Manual of Exalted Power: Abyssals, p. 165.
Source: Manual of Exalted Power: Abyssals

Mist Over Ice


Cost: 5 mote; Mins: Essence 2, Athletics 5; Type: Reflexive
Keywords:
Duration: Special
Prerequisites: Shadow Races the Light
This Charm allows the Abyssal to walk on unstable surfaces and leave no trace
behind.Source Exalted: The Abyssals, p. 202.
errata-fix edition=Firstsource=Exalted Players Guidepage=206cost=3 motesdu-
ration=One scenetext=This Charm increases the character’s sprinting speed.
Source: Exalted: The Abyssals

Titan’s Last Labor


Cost: 7m; Mins: Essence 5, Athletics 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Unsurpassed Strength of the Sun), Obvious
Duration: Instant
Prerequisites: Coffin-Shattering Strike, Corpse-Might Surge
The Abyssal Exalted wield strength to shatter the world’s heart, and to bear
up its corpse. This Charm can supplement any feat of strength made to lift, push,
or pull an object. The feat succeeds automatically, regardless of the (Strength +
Athletics) pool needed to do so. If he commits the essence spent on this Charm, he
may continue to hold up a lifted object or to continue moving a pushed or pulled
object indefinitely, although his commitment is broken should he cease to hold or
move the object. Should the Deathknights efforts be opposed by another Charm,
Titans Last Labor adds (Essence) automatic successes to the (Strength + Athletics)
roll to oppose the other effect.
At Essence 6, the Abyssal may pay a surcharge of one Willpower to extend the
benefits of this Charm to structures, allowing him to push or pull structures up to

26
(Essence x 50) yards in diameter, or comparable dimension. If he wishes to affect a
portion of a larger structure, he must first break it off separatelythis Charm offers
no aid in doing so. At Essence 7, he may also lift up valid structures, lifting towers
from their foundations and mountains from their roots. If the Abyssal throws a lifted
structure as an improvised weapon, it is considered a one-time environmental hazard
with Trauma 5 and Damage 25L that applies to the full diameter of the structures
point of impact. Structures cannot be wielded in hand-to-hand combat as improvised
weapons, barring other magic.
Source: The Demented One

Corpse-Might Surge
Cost: 3m per point; Mins: Essence 2, Athletics 3; Type: Simple
Keywords: Combo-OK, Mirror, Obvious, Stackable
Duration: One scene
Prerequisites:
This Charm enhances the Strength of the Abyssal.
This Charm is the Abyssal Mirror of the Solar Charm Increasing Strength Exercise.
Source Manual of Exalted Power: Abyssals, p. 165.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror, Obvious, StackableCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

Headstones Flung Like Pebbles


Cost: 3m; Mins: Essence 4, Athletics 5; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Corpse-Might Surge
This Charm allows an Abyssal to throw monumental weights with surprising
accuracy to crush his foes.
This Charm is the Abyssal Mirror of the Solar Charm Hill-Hurling Might.
Source Manual of Exalted Power: Abyssals, pp. 165-166.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
MirrorCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

Falling Scythe Attack


Cost: 3m, 1wp; Mins: Essence 2, Athletics 3; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Any Athletics Excellency
This Charm is a signature attack move that allows the Abyssal to strike true
and do serious damage.
This Charm is the Abyssal Mirror of the Solar Charm Thunderbolt Attack Prana.
Source Manual of Exalted Power: Abyssals, p. 166.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror, ObviousCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

27
Falling Scythe Attack
Cost: 3 motes, 1 Willpower; Mins: Essence 2, Athletics 4; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Spider Pounce Technique
This Charm allows the Abyssal to leap into the air and come down in a devas-
tating attack.Source Exalted: The Abyssals, p. 201.
Source: Exalted: The Abyssals

Shadow Races the Light


Cost: 3m; Mins: Essence 1, Athletics 2; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Athletics Excellency
This Charm enhances the speed at which the Abyssal moves.
This Charm is the Abyssal Mirror of the Solar Charm Lightning Speed.
Source Manual of Exalted Power: Abyssals, p. 166.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
MirrorCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

Shadow Races the Light


Cost: 2+ motes; Mins: Essence 2, Athletics 3; Type: Reflexive
Keywords:
Duration: One turn
Prerequisites: Raiton’s Nimble Perch
This Charm allows the Abyssal to increase their running speed briefly.Source
Exalted: The Abyssals, p. 202.
Source: Exalted: The Abyssals

Swifter Than a Scream


Cost: 7m, 1wp; Mins: Essence 7, Athletics 7; Type: Simple (Speed 4)
Keywords: Combo-OK, Dusk, Mirror (Speed of Light Approach), Obvious
Duration: One scene
Prerequisites: Shadow Races the Light, Death Draws Near
An Abyssal who dedicates herself to the principles of speed is as omnipresent
as shadow, and just as impossible to grasp. All of the characters movement rates are
doubled, as long as she is moving under her own power. More importantly, whenever
the character takes a Move, Dash or Jump action, she vanishes into a blur, only to
reappear at her destination. The Deathknight is impossible to target while moving,
unless the attacker succeeds on a reflexive (Perception + Awareness) roll against a
Difficulty of (Abyssals Dexterity). The Abyssal may be targeted normally during any
tick on which she takes an action other than to Move, Dash or Jump.
A second purchase of this Charm at Athletics 7+, Essence 7+ triples the characters
movement rates and causes any Move, Dash or Jump action she takes to count as an
opportunity to re-establish surprise.
This Charm is mirrored by the Solar Charm, Speed of Light Approach

28
source Scroll of Errata
Source: Scroll of Errata

Swifter Than a Scream


Cost: 7m, 1wp; Mins: Essence 7, Athletics 7; Type: Simple (Speed 4)
Keywords: Combo-OK, Dusk, Mirror (Speed of Light Approach), Obvious
Duration: One scene
Prerequisites: Shadow Races the Light, Death Draws Near
An Abyssal who dedicates herself to the principles of speed is as omnipresent
as shadow, and just as impossible to grasp. All of the characters movement rates are
doubled, as long as she is moving under her own power. More importantly, whenever
the character takes a Move, Dash or Jump action, she vanishes into a blur, only to
reappear at her destination. The Deathknight is impossible to target while moving,
unless the attacker succeeds on a reflexive (Perception + Awareness) roll against a
Difficulty of (Abyssals Dexterity). The Abyssal may be targeted normally during any
tick on which she takes an action other than to Move, Dash or Jump.
A second purchase of this Charm at Athletics 7+, Essence 7+ triples the characters
movement rates and causes any Move, Dash or Jump action she takes to count as an
opportunity to re-establish surprise.
This Charm is mirrored by the Solar Charm, Speed of Light Approach
source Scroll of Errata
Source: Scroll of Errata

Nimble Ghost Grace


Cost: 6m; Mins: Essence 4, Athletics 5; Type: Simple (Speed 3, DV -0)
Keywords: Combo-Basic, Mirror (Unparalleled Acumen Meditation)
Duration: Indefinite
Prerequisites: Raiton’s Nimble Perch
This Charm allows the Abyssal to enjoy the benefits of every Athletics Charm
she knows with a non-variable Cost, Minimum Essence 2 or less and Duration of One
scene.
This Charm is mirrored by the Solar Charm Unparalleled Acumen Meditation.
Source Scroll of Errata
Source: Lords of Creation

Entropic Awakening of (Sense)


Cost: 2m; Mins: Essence 2, Awareness 5; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: , Appropriate Superior (Sense) Focus
This Charm enhances a set of the Abyssal’s senses to superhuman acuity.
This Charm is the Abyssal Mirror of the Solar Charm Unsurpassed (Sense) Disci-
pline.
Source Manual of Exalted Power: Abyssals, p. 166-167.
Source: Manual of Exalted Power: Abyssals

29
Void Stares Back
Cost: 3m (2xp); Mins: Essence 2, Awareness 3; Type: Simple
Keywords: Combo-OK, Obvious, Taint
Duration: Indefinite
Prerequisites:
This Charm turns the Abyssal’s eyes pitch black and allows her to see per-
fectly in even the deepest darkness. As a permanent Taint, the deathknight becomes
photosensitive.Source Manual of Exalted Power: Abyssals, p. 167.
Source: Manual of Exalted Power: Abyssals

Cracks in Creation’s Shell


Cost: 3m; Mins: Essence 2, Awareness 3; Type: Reflexive
Keywords: Combo-OK, Mirror (Inescapable Eye of the Sun)
Duration: One scene
Prerequisites: , Any Awareness Excellency
Death is a lonely hunter, stalking his pray through the dark of the night. Though
the road may be long, though the night may be cold, there is nothing that shall escape
his hungry glance. The Abyssal may ignore any barrier or obstruction that would
obscure his sight, so long as it is no more than (Essence) yards thick. He may see
whatever occurs on the other side of such obstructions as if they were not there. This
supernatural sight fails if there is any sunlight that the Abyssal can perceivesuch holy
radiance blinds his secret senses.
Source: The Demented One

Thirteenth Hour Omen


Cost: 5m; Mins: Essence 3, Awareness 5; Type: Supplemental
Keywords: Combo-Basic, Mirror (Swift as Sunlight)
Duration: Instant
Prerequisites: , Bloodshed Beckons
Death knows nothing of hours and days, and the dead feel nothing of the years
that pass while they decay. It is no hard thing for a Deathknight to step outside of
time, acting with speed impossible to any of the living. This Charm supplements a
Join Battle roll, guaranteeing that the Deathknight rolls at least one more success than
any other character. If the Abyssal rolls to join an ongoing battle, he is guaranteed
a number of successes equal to the reaction count. If another Charm contests this
effect, the Abyssal adds his Essence in automatic successes to the opposed roll to
maintain the effects of this Charm.
Source: The Demented One

Fetid Stillborn Banter


Cost: 4 motes (1 Resonance); Mins: Essence 3, Awareness 4; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Crippling, Mirror (Divine Primacy of Action)
Duration: One scene
Prerequisites: , Any Superior (Sense) Focus
The Abyssal knows he does not have to be faster than his opponents. For all
their speed, they cannot escape the all-consuming maw of Oblivion. When activated,
this Charm applies an external penalty to the Join Battle and/or Join Debate rolls

30
of all those within (Essence) yards equal to the Abyssals Whispers rating. This effect
does not inherently discriminate between friend or foe. The Abyssal can choose to
exempt up to (Essence) individuals from the Charms effects, but doing so inflicts
one Resonance on him, as the Neverborn do not appreciate sparing others from their
spite.
Source: Octopoid

Bloodshed Beckons
Cost: ; Mins: Essence 2, Awareness 2; Type: Permanent
Keywords: Mirror (Speeding Falcon Action)
Duration: Permanent
Prerequisites: , Any Awareness Excellency
The Abyssal Exalted are swift to the slaughter. This Charm adds (Essence)
automatic successes to all rolls the Deathknight makes to Join Battle, Join Debate,
or Join War.
Source: The Demented One

Oblivion’s Opened Eye


Cost: 4m; Mins: Essence 2, Awareness 4; Type: Permanent
Keywords: Mirror (Golden Lantern Understanding)
Duration: Permanent
Prerequisites: , Any Awareness Excellency
Only in death do the lies of the world recede. The Abyssal may ignore all penal-
ties that he would take on any action due to conditions that impair his senses. These
include both environmental conditions that reduce visibility or otherwise hamper the
Deathknights perception, such as darkness or fog, and also effects that directly impair
the Abyssals senses, such as blindness or deafness.
Source: The Demented One

Awful Inhuman Clarity


Cost: ; Mins: Essence 2, Awareness 5; Type: Permanent
Keywords: Mirror (World-Surveilling Sentinel Refinement)
Duration: Permanent
Prerequisites: , Superior (Sense) Focus
The Abyssal Exalted have let go of that which restrains the mortal senses, the
petty smallness of life. They see the world as it is, stripped bare of all illusion and
facades. This Charm permanently enhances Superior (Sense) Focus, increasing its
duration to Indefinite. If the Abyssal has the Entropic Awakening of (Sense) Charm,
its duration is similarly increased. At Essence 5, the cost of both Charms is reduced
to a single mote each. At Essence 7, their mote cost is reduced to zero.
Source: The Demented One

Soul-Hunting Predator Hunger


Cost: ; Mins: Essence 5, Awareness 5; Type: Permanent
Keywords: Mirror (Ever-Watchful Sentinel Dedication)
Duration: Permanent

31
Prerequisites: Ominous Portent Method
The Abyssal Exalted learn the scent of their hated prey, a spiritual redolence
that clings to their weak, succulent essence. Such lowly prey cannot hope to hide
from the Deathknights with disguises or deceptions, not so long as this scent betrays
their true nature. The Abyssal automatically sees through any disguise, illusion, or
other effect that conceals the nature of a mortal, ghost, or raksha. Such characters are
unable to deceive him through any means, although this supernatural sense does not
reveal the true identity of disguised characters, only that they are attempting to trick
the Abyssal. In addition, free-standing illusions or other deceptive magic employed
by such characters are automatically revealed to the Abyssal as falsehoods. If the
Abyssal has an Intimacy of hatred towards a character of equal or lesser Essence, this
Charm’s effects also extend towards any deceptions attempted by that character. If
another Charm contests Soul-Hunting Predator Hunger’s effects, it adds (Awareness)
automatic successes on the opposed roll.
Source: The Demented One

Black Penitence Judgment


Cost: 3m; Mins: Essence 5, Awareness 5, Whispers 1; Type: Reflexive (Step 1)
Keywords: Avatar, Combo-OK, Illusion, Mirror (Falling Sun Eyes), Obvious,
Shaping, Touch
Duration: Indefinite
Prerequisites: Piercing Gaze of the Unmaker
Placing his hand upon one who has transgressed against the will of the Never-
born, the Abyssal turns his eye upon them forevermore. Characters cursed by this
Charm feel a constant sensation of being watched, as if every shadow and patch of
darkness were the hateful eye of the Abyssal. Dark rooms become like interrogation
chambers, shadows on the wall turn to monstrous watchers, and the night sky be-
comes a horrific lidless eye staring down upon them. All Awareness rolls they make
to notice hidden characters suffer a -3 external penalty, their paranoia making them
question even legitimate suspicions. This unnatural mental influence can be resisted
for a single scene by paying a point of Willpower, but cannot be permanently resisted
until the Abyssal ends his commitment to this Charm. Victims of the Abyssal’s curse
are not entirely irrational in their fear of being watched. Should a character ever com-
mit an act that would be considered a transgression against the Void, the Abyssal
is granted a premonition of their sin. The only transgression allowed to the living is
acknowledging their name, for they have not sacrificed it to Oblivion like the Abyssal
Exalted have. Solar Exalted benefit from the usual leniences afforded to Abyssals
when interacting with their Lunar mates.
A second purchase of this Charm requires Awareness 6 and Essence 6, and allows
the Abyssal to pay a surcharge of three motes to enhance the curse’s effects. Victims
suffer a -1 external penalty on all actions. While they are in a place of death, they
suffer an environmental hazard with Trauma 1 and Damage 1B/hour, as the deep
darkness of unlife pervades their consciousness. If the Abyssal ends this Charm by
breaking his commitment, he may choose to inflict the effects of a Resonance eruption
on his victim unless they succeed on a (Willpower + Integrity) roll at a difficulty of
the Abyssal’s (Essence). If they fail this roll, the Abyssal may choose up to five
points of Resonance effects to inflict on his victim, although he cannot distribute all
five points to any one effect. With Awareness 7 and Essence 7, the Abyssal may curse

32
mortals and ghosts with this Charm merely by speaking their name. He need not
touch them, nor even see them.
Source: The Demented One

Fivefold Sensory Exercise


Cost: 5 motes; Mins: Essence 2, Awareness 2; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
This Charm allows the Abyssal to experience the world with startling clarity in
all five senses.Source Exalted: The Abyssals, p. 204.
Source: Exalted: The Abyssals

Sense-Eroding Gesture
Cost: 2 motes per turn; Mins: Essence 2, Awareness 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Fivefold Sensory Exercise
This Charm allows the Abyssal to drain a target’s Awareness dice pools.Source
Exalted: The Abyssals, p. 204.
Source: Exalted: The Abyssals

Ominous Portent Method


Cost: ; Mins: Essence 2, Awareness 5; Type: Permanent
Keywords: Avatar (2), Mirror
Duration: Instant
Prerequisites:
This Charm allows the cold satisfaction of the Neverborn over impending doom
to warn an Abyssal of imminent. If the deathknight has sufficiently angered her
masters, the Neverborn can restrain themselves and leave the Exalt none the wiser.
This Charm is the Abyssal Mirror of the Solar Charm Surprise Anticipation
Method.
Source Manual of Exalted Power: Abyssals, p. 167-168.
Source: Manual of Exalted Power: Abyssals

Ominous Portent Method


Cost: None; Mins: Essence 2, Awareness 4; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Fivefold Sensory Exercise
This Charm allows the Abyssal to gain a sixth sense that warns them of dan-
ger.Source Exalted: The Abyssals, p. 205.
Source: Exalted: The Abyssals

33
Superior (Sense) Focus
Cost: 3m; Mins: Essence 2, Awareness 3; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Awareness Excellency
This Charm sharpens one set of the Abyssal’s senses.
This Charm is the Abyssal Mirror of the Solar Charm Keen (Sense) Technique.
Source Manual of Exalted Power: Abyssals, p. 166.
Source: Manual of Exalted Power: Abyssals

Superior (Sense) Focus


Cost: 3 motes; Mins: Essence 2, Awareness 3; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Fivefold Sensory Exercise
This Charm duplicates the effects of Charms:Keen (Sense) Technique Keen
(Sense) Technique.Source Exalted: The Abyssals, p. 205.
Source: Exalted: The Abyssals

Owl Eyes Treatment


Cost: Special; Mins: Essence 2, Awareness 3; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Superior Sight Focus
This Charm allows the Abyssal to see in perfect darkness.Source Exalted: The
Abyssals, p. 205.
Source: Exalted: The Abyssals

Incomparable (Sense) Technique


Cost: 5 motes; Mins: Essence 2, Awareness 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Superior (Sense) Focus
This Charm duplicates the effects of Charms:Unsurpassed (Sense) Discipline
Unsurpassed (Sense) Discipline.Source Exalted: The Abyssals, p. 205.
Source: Exalted: The Abyssals

Flesh-Gouging Gaze
Cost: 3m; Mins: Essence 2, Awareness 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Panoptic Fusion Discipline)
Duration: One scene
Prerequisites: , Excellency Any Athletics Excellency
Staring at a victim, the Abyssal discerns their every weakness. He sees the
slender threadwork of veins that gives life to their body, the fatty bulges of organs, the
chinks and cracks in their spine. All of the Abyssal’s attacks receive three additional
dice, as if he had just spent three ticks accumulating dice with an Aim action. These

34
dice do not stack with those added by a true Aim action, but do not count as dice
added by Charms. If the Abyssal attacks a mortal, ghost, or raksha, the dice added by
this Charm are converted to automatic success. At Essence 3, each tick the Abyssal
spends Aiming while this Charm is active converts one die added to their next attack
by this Charm to an automatic success, as their piercing sight picks out the choicest
weakness or flaw. This offers no additional benefit against mortal, ghost, and raksha
victims.
Source: The Demented One

Piercing Gaze of the Unmaker


Cost: 12m, 1wp; Mins: Essence 5, Awareness 5; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: , Charms:Entropic Awakening of (Sense) Entropic Awakening of
Sight
With this Charm an Abyssal can spy on others at great distances, despite any
barriers. Those he observes may feel a chill and notice they are being watched.
This Charm is the Abyssal Mirror of the Solar Charm Eye of the Unconquered
Sun.
Source Manual of Exalted Power: Abyssals, p. 167.
Source: Manual of Exalted Power: Abyssals

Owl Seizes Mouse


Cost: 5 motes; Mins: Essence 2, Brawl 4; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Inescapable Iron Grip
The Abyssal Exalted Abyssal pounces upon a foe and clinches or holds them.
Source Exalted: The Abyssals, p. 161.
Source: Exalted: The Abyssals

Bone Shattering Blow


Cost: 3 motes; Mins: Essence 2, Brawl 4; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Lashing Tempest Attack
This Charm inflicts lethal damage and increases wound penalties.
Source Exalted: The Abyssals, p. 162.
Source: Exalted: The Abyssals

Lashing Tempest Attack


Cost: 1 mote per 2 yards; Mins: Essence 2, Brawl 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Ravaging Strike
This Charm causes the target to be knocked backwards as a result of the attack.

35
Source Exalted: The Abyssals, p. 161.
Source: Exalted: The Abyssals

Scouring Erosion Method


Cost: 1 mote per 1 or 2 soak reduction; Mins: Essence 2, Brawl 2; Type:
Supplemental
Keywords:
Duration: Instant
Prerequisites: Ravaging Strike
This Charm reduces the target’s soak for the attack. Inanimate objects have
double the soak reduction.
Source Exalted: The Abyssals, p. 161.
Source: Exalted: The Abyssals

Five Knife Strike


Cost: 4 motes; Mins: Essence 2, Brawl 4; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites: Lashing Tempest Attack
This Charm increases hand-to-hand damage, as well as converting it to lethal.
Source Exalted: The Abyssals, p. 162.
Source: Exalted: The Abyssals

Blood-Drinking Palm
Cost: 2 motes; Mins: Essence 2, Brawl 5; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Five Knife Strike
This Charm supplements an unarmed attack, causing lethal damage and re-
gaining Essence.
Source Exalted: The Abyssals, p. 162.
Source: Exalted: The Abyssals

Withering Touch
Cost: 1 mote; Mins: Essence 1, Brawl 3; Type: Supplemental
Keywords:
Duration: One turn
Prerequisites:
This Charm allows the Abyssal to cause lethal damage instead of bashing when
touching bare flesh or cloth.Source First Edition Storytellers Companion, p. 46.
Source: First Edition Storytellers Companion

Inescapable Iron Grip


Cost: 5 motes; Mins: Essence 2, Brawl 3; Type: Supplemental
Keywords:

36
Duration: Until released
Prerequisites: Dead Man’s Grasp
This Charm supplements a hold attempt. If successful, the victim is unable to
breathe, potentially asphyxiating them. The victim suffers a penalty to escape based
on the duration of the hold.
Source Exalted: The Abyssals, p. 160.
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=In a clinch,
neither party can inflict clinch damage and can only act to control the clinch.
Source: Exalted: The Abyssals

Rapacious Lamprey Technique


Cost: 2 motes; Mins: Essence 2, Brawl 3; Type: Reflexive
Keywords:
Duration: One turn
Prerequisites: Dead Man’s Grasp
This Charm increases the damage and how much Essence is regained when an
Abyssal Exalted Abyssal is draining blood.
Source Exalted: The Abyssals, p. 160.
errata-fix edition=Firstsource=Exalted Players Guidepage=206text=The time it
takes to drink the blood is decreased.
Source: Exalted: The Abyssals

Ravaging Strike
Cost: 1 mote; Mins: Essence 1, Brawl 1; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites:
This Charm doubles attack successes for determining damage.
Source Exalted: The Abyssals, p. 161.
Source: Exalted: The Abyssals

Dead Man’s Grasp


Cost: 1 mote per turn; Mins: Essence 2, Brawl 2; Type: Reflexive
Keywords:
Duration: Until released
Prerequisites:
This Charm allows the Abyssal Exalted Abyssal to perform a clinch that causes
lethal damage. As long as the Charm is continued every turn, the damage increases.
Source Exalted: The Abyssals, p. 160.
Source: Exalted: The Abyssals

Writing Blood Chain Technique


Cost: 10 motes, 1 Willpower, 1 health level; Mins: Essence 3, Brawl 5; Type:
Simple
Keywords:
Duration: One scene

37
Prerequisites: Blood-Drinking Palm
The Abyssal Exalted Abyssal becomes covered in chains made from their own
blood that grant extra actions.
Source Exalted: The Abyssals, p. 162.
Source: Exalted: The Abyssals

Debt of Shadow and Blood


Cost: 3m, 1wp; Mins: Essence 3, Bureaucracy 3; Type: Simple (Dramatic
Action)
Keywords: Obvious
Duration: Instant
Prerequisites: , None
This Charm allows the Chosen to ensure their servants are well rewarded for
their efforts, regardless of circumstances. This charm is a dramatic action to sacrifice
grave goods to someone who has not yet died. The items do not appear in the Un-
derworld immediately, but join the the beneficiary of the sacrifice in the Underworld
upon their death.
Source: Kukla

Calculated Avarice Understanding


Cost: 1m; Mins: Essence 1, Bureaucracy 1; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm makes the Abyssal a sly bargainer.
This Charm is the Abyssal Mirror of the Solar Charm Frugal Merchant Method.
Source Manual of Exalted Power: Abyssals, p. 172.
Source: Manual of Exalted Power: Abyssals

Eloquent Example Inspiration


Cost: 8m; Mins: Essence 2, Bureaucracy 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: Varies
Prerequisites: Any Bureaucracy Excellency
With this Charm the deathknight murders a member of an organization to
spur the others to greater efficiency. Repeated use inures an organization against
such terror.
This Charm is the Abyssal Mirror of the Solar Charm Speed the Wheels.
Source Manual of Exalted Power: Abyssals, p. 172-173.
Source: Manual of Exalted Power: Abyssals

Caustic Hatred Diatribe


Cost: 3m; Mins: Essence 3, Bureaucracy 3; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Cunning Subversion Style

38
This Charm allows an Abyssal to corrupt an organization, making it less effi-
cient.
This Charm is the Abyssal Mirror of the Solar Charm Foul Air of Argument
Technique.
Source Manual of Exalted Power: Abyssals, p. 173.
Source: Manual of Exalted Power: Abyssals

Accursed Overlord Authority


Cost: ; Mins: Essence 3, Bureaucracy 4; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Eloquent Example Inspiration
This Charm allows a deathknight to influence the mindless undead, though this
makes such servants no smarter than they would be.Source Manual of Exalted Power:
Abyssals, p. 173.
Source: Manual of Exalted Power: Abyssals

Regime-Toppling Lord of Misrule


Cost: 8m, 1wp; Mins: Essence 3, Bureaucracy 4; Type: Simple (Dramatic
Action)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Accursed Overlord Authority, Caustic Hatred Diatribe
This Charm afflicts an organization with such inefficiency and corruption that
it soon becomes incapable of doing anything worthwhile and is likely to collapse and
splinter.Source Manual of Exalted Power: Abyssals, p. 174.
Source: Manual of Exalted Power: Abyssals

Iron Tyrant Reign


Cost: ; Mins: Essence 4, Bureaucracy 5; Type: Permanent
Keywords: Compulsion, Emotion, Obvious
Duration: Permanent
Prerequisites: Regime-Toppling Lord of Misrule
Those who feel great fear of an Abyssal with this Charm are nearly incapable of
acting against the deathknight and have great difficulty overcoming their terror.Source
Manual of Exalted Power: Abyssals, p. 174.
Source: Manual of Exalted Power: Abyssals

Black Primacy
Cost: ; Mins: Essence 4, Bureaucracy 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Accursed Overlord Authority
As some of the foremost servants of the Neverborn, the Abyssal Exalted have
enormous sway over the dead. This Charm permanently enhances the Exalt, reducing
the MDVs of any creatures of death that face his attacks by an amount equal to his

39
permanent Essence. This external penalty does not apply against the Neverborn,
hekatonkhires or the Deathlord that the Abyssal serves.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

First Amongst Rabble Elevation


Cost: 10m, 1wp; Mins: Essence 5, Bureaucracy 5; Type: Simple
Keywords: Avatar (5), Combo-OK, Touch
Duration: Indefinite
Prerequisites: Nihil Priest Investment
By imbuing a ghost with his own personal Essence, the deathknight opens a
conduit of power between the ghost and their Neverborn master. For as long as the
motes remain committed to this Charm, the targeted ghost gains the capacity to learn
and use Abyssal Charms; each Charm costs 10 experience to learn and requires normal
ghostly training times. This Charm can only target ghosts that have a Motivation
to serve the Neverborn or an Intimacy to do so that does not conflict with their
Motivation.
Since this Charm establishes contact between the ghost and a Neverborn, and the
ghost draws power from this relationship, the Abyssal does not have complete control
over the powers of the ghost. The ghost may spontaneously learn certain Charms,
Abyssal or Arcanos. In addition, when the Exalt releases the motes committed to
this Charm, its effects migh not end if the Neverborn sees greater use still left in their
ghostly servant. Such favor is very rare.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Market-Slaying Confidences
Cost: 12m, 1wp; Mins: Essence 4, Bureaucracy 5; Type: Simple (Dramatic
Action)
Keywords: Combo-Basic, Mandate, Mirror
Duration: Instant
Prerequisites: Calculated Avarice Understanding, Eloquent Example Inspira-
tion, Cunning Subversion Style
Only a few words of rumor can send a marketplace into a frenzy, be it a tiny
bazaar in a single city or the network of traders that criss-cross a nation. This Charm
is an hour-long dramatic action as the Exalt spreads informationtrue or notabout the
instability and pending collapse of up to (Exalts Essence) commodities. If someone
opposes the Exalts efforts, they and the deathknight make contested Intelligence +
Bureaucracy rolls; should the Abyssal fail, the market remains stable.
Successful use of this Charm causes the market to panic and collapse, destroying
the value of related commodities. All the goods that the Exalt spread rumors about
lose value, reducing the Resources cost to buy them by one, to a minimum of zero.
Anyone whose Resources background was heavily based on the specified goods is also
reduced by an amount equal to the number of goods the Exalt undermined. It takes
a number of months equal to the Exalts Essence for the market to stabilize and prices
to return to normal.
When used in the Mandate of Heaven, the Abyssal activates this Charm normally,

40
rolling a contest of his Intelligence + Bureaucracy against a target dominions Cul-
ture + Bureaucracy. Should the Abyssal succeed, the target dominion reduces its
Attributes and Abilities by a number of dots equal to one-third of the threshold of
the deathknights roll, to a minimum of one, recovering bonus points as normal for
doing so. This can not reduce a traits base rating. The player of the target dominion
gets to choose which traits are reduced.
This Charm is the Abyssal Mirror of the Solar Charm Market-Commanding Procla-
mation.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Nihil Priest Investment


Cost: 20m, 2wp; Mins: Essence 4, Bureaucracy 5; Type: Simple (Dramatic
Action)
Keywords: Avatar (4), Combo-OK, Obvious, Servitude, Shaping
Duration: Instant
Prerequisites: Accursed Overlord Authority
The mindless babbling of the Void insinuates itself into the minds of ghosts
and turns them into spectres, lashing them to the will-less purpose of destruction.
The champions of dead gods can do much the same thing, but they provide more
sense of purpose to their servants. This Charm is an hour-long ritual of investiture
during which the deathknight anoints the would-be ghost-priest with foul water and
fell prayers. The ghost need not be willing, but they must be present and they can not
already be a spectre or nephwrack. At the end of this ritual, the ghost is torn asunder
by ambient entropy, reformed by the dreams of the Neverborn and then coalesces back
into existence before their new master...if they are lucky.
The Abyssal who uses this Charm pleads with his corpse-titan patron to gift him
with a powerful servant. The Exalts player rolls (Charisma or Intelligence + Bureau-
cracy) in an attempt to convince the Neverborn not to simply devour and excrete
the ghost into Oblivion. The difficulty of this roll is equal to ten minus the ghosts
permanent Essence. Successful use of this Charm empowers the ghost in a fashion
similar to the way Yozis create akuma. The ghost remains similar to its previous
incarnation, but is changed in the following ways:
”Attributes and Abilities:” Up to (Exalts Essence) dots of non-favored Abilities
and Attributes may be removed, the experience value of the removed dots then being
spent to increase other of the ghosts Abilities and Attributes. These experience points
may alternately be spent on Virtues, Arcanoi or necromantic spells. No Attributes
may be reduced to zero. The Abyssals player and the Storyteller should work together
to build a servant suited to the deathknights service (as seen through the lens of his
insane taskmaster).
”Motivation, Virtues and Intimacies:” The ghost gains a new fear-based Intimacy
of duty to the Abyssal. Its Motivation is replaced with one of servitude to the Ne-
verborn that transformed it, with the understanding that to fulfill that Motivation
it should serve the Abyssal. A ghost who harbors any positive Intimacies probably
wont return, and if it does only as nothing more than an object lesson. The ghosts
Virtues may also be reduced just like its Attributes, with no limit on the number
of dots removed as long as they have one dot left in each Virtue. Experience points
gained from reducing Virtues can be spent to increase other Virtues, or to increase

41
Attributes, Abilities or to learn Arcanoi or necromantic spells.
”Charms and Necromancy:” The ghosts Arcanoi can be completely rearranged
by the Neverborn, removing knowledge of one Charm to be replaced with knowledge
of another. In the end, the ghost should have the same number of Charms. Like a
nephwrack, the ghost becomes capable of learning and casting necromantic spells of
the Iron Circle. The ghost can learn (or be given through the transformation) the
Shadowlands Circle Necromancy Charm, with an experience cost equal to the normal
cost for its Arcanos Charms. Some of the ghosts Charms may also be discarded to
be replaced by spells on a one-for-one basis.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Minion-Slaughtering Decimation
Cost: 6m; Mins: Essence 2, Bureaucracy 4; Type: Simple
Keywords: Combo-OK, Mirror (Efficacious Hiring Strategy)
Duration: Varies
Prerequisites: Eloquent Example Inspiration
It makes no sense to let a group be burdened down by its most worthless
members. Far more sensible to kill them all. Before the Abyssal may use this Charm,
he must kill off at least one-tenth of a group’s members. He need not execute them
all personally, but their deaths must be carried out by his commandsending out
zombie minions to siege the workplace would qualify, but simply waiting until it has
been raided by passing raksha would not. Once this decimation has been completed,
the Abyssal need only inform a majority of surviving group members of his high
expectations for them, and activate this Charm.
So long as the Abyssal commits the motes spent on this Charm, all members of
the targeted group gain (Essence) bonus dice on any action that advances the group’s
agenda. This bonus does not apply to any action taken in combat. If the targeted
group forms a social unit, it adds (Essence) bonus dice to the pools used to calculate
its MDVs against any social attack or mental influence that targets the group through
one of its members, instead of its leader. If it forms a mass combat unit, its Close
Combat Attack, Close Combat Damage, Ranged Attack, and Ranged Damage ratings
are increased by one each. The Abyssal may maintain this Charm indefinitely, but
its duration terminates once the group has gained new members sufficient to place it
back at its pre-decimation numbers. Of course, this is not so much an inconvenience
to the Abyssal as it is a reminder to thin out the ranks on a timely schedule.
Source: The Demented One

Wages of Sin
Cost: 4m; Mins: Essence 2, Bureaucracy 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Compulsion, Mirror (Jade Beckons Yojimbo), Social
Duration: Instant
Prerequisites: Calculated Avarice Understanding
Those who accept the coin of Oblivion sell themselves into slavery far worse than
they could ever imagine. If the Abyssal offers a bribe, gift, or payment as part of a
social attack, he may enhance it with this Charm. Doing so adds automatic successes
equal to the Resources value of the payment offered to the Abyssal’s social attack

42
roll. Although the Abyssal need not immediately make the payment, the character
he influences must have valid reason to believe the Deathknight is capable of paying
him. If the Abyssal successfully influences a character and pays him, then this Charm
exerts unnatural mental influence on them. This influence prevents the character
from abandoning the duties he was paid for or from performing the negligently. This
influence may be resisted for a cost of three Willpower.
Source: The Demented One

Murderous Promotion Campaign


Cost: 10m, 1wp; Mins: Essence 4, Bureaucracy 5; Type: Simple (Speed 3)
Keywords: Combo-Basic, Illusion, Mirror (Halo of Ministerial Dominion), Social
Duration: Instant
Prerequisites: Eloquent Example Inspiration
The Solar Exalted murdered the Primordials, and became the rightful rulers of
Creation. The Dragon-Blooded murdered the Solars, and became the world’s rulers
after them. It is clear that the easiest way to gain power in this world is to steal it
from those who already have it. The Abyssal may activate this Charm in any scene
in which he kills a character that holds any Backing in an organization. The Abyssal
either steals a token of authority from his victim’s corpse or merely meditates on the
purpose of his murder, rolling (Manipulation + Bureaucracy + Essence) and adding
automatic successes equal to the Essence of the character he murdered. If his roll
exceeds the Dodge MDV of the leader of the group his victim belonged to, he gains
a rating in the Backing background in that group equal to that of his victim (if the
victim was the group’s leader, substitute the Dodge MDV of his most logical successor
or second-in-command).
Group members accept the Abyssal as one of their own, and even those who know
that he murdered the last holder of his position cannot acknowledge this or attempt
to take retribution for it while he is present unless they pay one Willpower to resist
this influence for one scene. Extras cannot resist this influence at all. The group’s
leader may pay five Loyalty to resist this unnatural mental influence, allowing him to
expel the Abyssal and freeing all group members from the influence. If the Abyssal’s
victim holds Backing in multiple organizations, he compares his activation roll to the
Dodge MDVs of all of those organization’s leaders, exerting this influence on all of
them.
Source: The Demented One

Spoils Of Slaughter
Cost: 4m; Mins: Essence 4, Bureaucracy 3; Type: Reflexive
Keywords: Combo-OK, Shaping, Mirror
Duration: Instant
Prerequisites: Calculated Avarice Understanding
The vaults of the Underworld are open to those who would send it worthy
souls in turn. This Charm may be activated whenever the Abyssal kills a non-extra
opponent with an Essence rating equal to, more than, or one dot lower than the
Abyssals own. This must happen in a legitimate combat (the battle may not be
staged and the kill must be the Abyssals own accomplishment) held during the night.
The victims corpse is immediately shaped into hundreds of falling blackened discs the
size of a fingernail, engraved on both sides with the Abyssals Caste Mark. By default,

43
these coins? belong to the Abyssal, and have a total worth of (opponents Essence)
Resource dots.
This Charm is mirrored by the Solar Charm To The Victor.
Source: Revlid

Authority-Eroding Technique
Cost: 1 mote per die; Mins: Essence 1, Bureaucracy 1; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to reduce the Bureaucracy die pool of a target.
Source Exalted: The Abyssals, p. 211.
Source: Exalted: The Abyssals

Argument-Slaying Remark
Cost: 3 motes; Mins: Essence 2, Bureaucracy 2; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Authority-Eroding Technique
The Abyssal cuts through debate, ending it with the best possible resolution
for them.Source Exalted: The Abyssals, p. 211.
Source: Exalted: The Abyssals

Alluring Eloquence Method


Cost: 4 motes; Mins: Essence 2, Bureaucracy 4; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Argument-Slaying Remark
This Charm increases the difficulty to refute the Deathknight’s argument.Source
Exalted: The Abyssals, p. 212.
Source: Exalted: The Abyssals

Corruption-Sensing Scrutiny
Cost: 2 motes; Mins: Essence 2, Bureaucracy 2; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
The Abyssal can use this Charm to sniff out corrupt officials in a bureaucracy
and gauge the depths of their depravity.Source Exalted: The Abyssals, p. 212.
Source: Exalted: The Abyssals

Cunning Subversion Style


Cost: 3m; Mins: Essence 2, Bureaucracy 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror
Duration: Indefinite

44
Prerequisites: Any Bureaucracy Excellency
This Charm mires a bureaucracy in its own inefficiency, slowing down their
work.
This Charm is the Abyssal Mirror of the Solar Charm Indolent Official Charm.
Source Manual of Exalted Power: Abyssals, p. 173.
Source: Manual of Exalted Power: Abyssals

Cunning Subversion Style


Cost: 10 motes, 1 Willpower; Mins: Essence 3, Bureaucracy 5; Type: Simple
Keywords:
Duration: One week
Prerequisites: Corruption-Sensing Scrutiny
This Charm enhances an attempt to corrupt a bureaucracy, slowing or halting
its progress completely.Source Exalted: The Abyssals, p. 212.
Source: Exalted: The Abyssals

Regime-Toppling Insinuation
Cost: 10 motes, 1 Willpower; Mins: Essence 3, Bureaucracy 5; Type: Simple
Keywords:
Duration: One week
Prerequisites: Cunning Subversion Style
The Abyssal targets a specific leader within an organization with similar effects
to Charms:Cunning Subversion Style Cunning Subversion Style, twisting their direc-
tions and making them the origin of the corruption.Source Exalted: The Abyssals, p.
213.
Source: Exalted: The Abyssals

Iron Tyrant Mien


Cost: 12 motes, 1 Willpower; Mins: Essence 4, Bureaucracy 5; Type: Simple
Keywords:
Duration: One week
Prerequisites: Alluring Eloquence Method, Regime-Toppling Insinuation
The Abyssal uses this Charm to impose a tyrannical rule over an organization
which they have some stake of leadership in.Source Exalted: The Abyssals, p. 213.
Source: Exalted: The Abyssals

A Pearl Worth the World


Cost: 5m, 1wp; Mins: Essence 3, Bureaucracy 4; Type: Simple
Keywords: Social, Compulsion
Duration: Indefinite
Prerequisites: Calculated Avarice Understanding
The greatest deathknights understand that blades and bows and fists are ex-
cellent ways of ridding themselves of obstacles. But at the same time, this is a great
effort when all that may be needed at times is to ignite that self-destructive impulse
within all things.The Abyssal graces an inanimate object with the merest patina of
all-consuming Oblivion. He must own this object, but unless the object in question

45
is an artifact or claimed by an Exalt, ownership immediately passes to him upon this
charm’s use. This does not affect the target physically, but it imparts its hunger to
everyone who beholds it.¡p¿
Any scene spent in the presence of the target of this charm is treated as a scene
building an intimacy of covetousness towards it in all who perceive it. Only its
owner is spared this–the intimacy this charm builds in him is aspected towards proud
ownership, instead.
¡/p¿If the intimacy fully forms in the soul of any onlooker, the object inflicts a
social attack with a dice pool of (the Abyssal’s Bureaucracy + Essence)–adding a
number of successes equal to the object’s resources–on them the next time it is in
their presence. And they always know; the social attack does not give the exact
location of the trinket, but those who succumb to the attack are all-too-aware of its
presence, and its current bearer. If they cannot or do not resist this Unnatural Mental
Influence, they must attempt to take the trinket by any means necessary.¡p¿
Even for those who resist, the Pearl Worth the World is always an acceptable price
for the charm Unholy Unwitting Pact for any mortal with a full-fledged Intimacy.
¡/p¿The cruelest part of this charm is known only to the Abyssal: as long as he
keeps the Essence of this charm committed, the trinket can–and almost certainly
will–change hands countless times. However, for all metaphysical purposes, none of
them will own the Trinket. Until the charm is ended, it belongs to Oblivion, or at
least the Deathknight acting in its stead.
Source: Mockery

Blood-Soaked Legacy Land


Cost: –(+5m); Mins: Essence 4, Bureaucracy 5; Type: Simple
Keywords: Touch, Avatar(1)
Duration: Indefinite
Prerequisites: A Pearl Worth The World
Men fight over coins and baubles, goods and works of art. They fight over
places, too. For is not their neighbor’s home more beautiful, with a more fetching
garden? Is it not from their window that one gets the most beautiful sunset?¡p¿This
charm allows the Abyssal to affect structures with its prerequisite; the entire structure
must fit within a diameter of (Essence x 10) yards.
¡/p¿However, the structures effected begin to sink, metaphysically, with each death
that it brings about; each time one person with an intimacy inflicted by this charm
kills another such person, the structure falls a little deeper as it eats a Shadowland
into the world. The two need not be within the structure when one murders the
other, but must remain within a mile for the death to be any purpose other than the
cathartic.¡p¿
As a small mercy to the murderer, any blood spilled to power this charm soaks into
the walls and the floor and disappears without a trace. Only when enough people have
died to manifest a proper Shadowland–one for every ten yards of diameter–does all
the lifeblood this charm has stored seep from the walls for a scene, a warm and sweet
invitation for any ghosts for a mile, as well as the unquiet dead whose contribution
made this all possible. This effect is, of course, Obvious.
¡/p¿The charm no longer needs to be sustained at this point; the hunger and greed
have scarred this place too deeply, and etched patterns that continue until the end of
the world. Only the destruction of the building–or the closing of its Shadowlands–will

46
end it.
¡p¿At Essence 6, the area covered by this charm increases greatly, to a maximum
radius of (Essence x 10) yards instead. At Essence 8, the Abyssal may repurchase
this charm to affect truly palatial estates with a radius of (Essence x 100) yards. This
does not reduce the number of times that blood must be shed; Oblivion is nothing if
not patient.¡/p¿
Source: Mockery

Keeper of the Heartless Courtesan


Cost: –; Mins: Essence 3, Bureaucracy 5; Type: Simple
Keywords: Shaping, Emotion, Avatar(1)
Duration: Indefinite
Prerequisites: A Pearl Worth The World
Are not people gross matter, too? Perhaps they possess will of their own, but
does this stop them from being placed on the auctioneer’s block? Are not men sold
for services of an hour or a lifetime? Cannot even the ending their lives be measured
in terms of jade coins? ¡p¿People, too, may be owned.
¡/p¿This charm allows its prerequisite to be inflicted upon a sentient being of
Essence less than the Abyssal’s; targets develop an intimacy appropriate to the person
in question: if they would not find the target comely they will not desire him, but
may desire his companionship or services in any appropriate manner. The intimacy
is always negative, reflecting a desire to control, direct, own, or otherwise possess the
person in question.¡p¿
Obviously, most people lack an objective resources value, and so the storyteller
should feel free to apply one of the character’s traits in place of such: appearance
or charisma might apply to a companion, while a slave might merit strength or a
scribe could certainly be eyed in terms of his bureaucracy.An Abyssal with Irresistible
Succubus Style may subtly alter the magics used, and so uniformly trigger feelings
of lust regardless of an onlooker’s personal preferences. Such a target always makes
their roll to trigger obsession with the higher of their appearance or charisma.
¡/p¿Tragically, of course, the metaphysical ownership of mortals is unquantified.
However, Oblivion still lays claim to the heart of the target of this charm; every scene
he spends in the presence of one with an intimacy granted by this charm, he spends
it as a scene eroding any positive intimacies he may possess towards them.
Source: Mockery

Doomsday Lethality Census


Cost: 1wp; Mins: Essence 2, Bureaucracy 5; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisites: , Intolerable Burning Truths (Existence is Agony)
The Neverborn can wait, for the stars of the Underworld (which they themselves
placed) claim that Oblivion is inevitable. Some of their servants, however, might find
a lack of progress troubling. It is necessary, surely, to keep a record of just how
efficiently their venture of extinction is proceeding? Upon activating this Charm, the
Abyssal learns the Magnitude of characters that have died in his territory (the total
area of land they own) since he came to own that area. If he wishes, he may limit his

47
census to an area within his territory no smaller than a single town, and/or an area of
time no smaller than one week. He may also limit his census to certain demographics,
no less broad than a single cult.
”Example: The Maggot Shogun might use this Charm out of idle curiosity, to
learn how many characters have died in the country of Gu-lan since he conquered
it. A dark chime sounds in his head, informing him that a number of characters
(mortals, animals, spirits and monsters alike) have died there equal to Magnitude 9
(i.e. 5001-10,000 deaths).”
”Alternatively, the rotting ruler might choose to check on the progress of his purge,
checking how many members of the Cult of the Illuminated have died within the walls
of his capital city, Rin-Wel, in the past week. Disappointed whispers inform him that
a mere Magnitude 1 (2-10) cultists have been dragged from their beds and butchered,
and he issues orders to pick up the pace.”
Source: Revlid

Mortuary Retirement Assurance


Cost: 12m; Mins: Essence 4, Bureaucracy 3; Type: Simple
Keywords: Merged (War)
Duration: Instant
Prerequisites: Any War or Bureaucracy Excellency
Death no longer holds any fear for the Abyssals servants; they know they will
be well-provided for. The Abyssal activates this Charm by promising a living group,
capable of leaving ghosts, with a Magnitude of up to (Essence), that he will provide the
appropriate funeral arrangements for them, should they die in the course of completing
a single task. Though they are not required to accept the task, members of that group
who do so will automatically succeed in any Valor or Conviction rolls they are required
to make with regard to that task, and are rendered immune to any fear-based mental
influence that would prevent them from completing the task. Characters can benefit
from this effect with regard to only one task at once.
Should characters under this effect die in the course of completing the task, their
corpse lies still for one week, before their ghost rises from it on the final night. If the
corpse has been left to rot, the ghost bears a negative intimacy toward the Abyssal.
Alternatively, if the corpse has been dealt with by the Abyssal or her subordinates
in a formal manner (through burial, immolation, ritual consumption, mummification,
etc) the ghost will have an intimacy of loyalty toward the Abyssal. If the corpse has
been completely destroyed or removed from the Abyssals reach (through incineration,
burial under rubble, interdimensional transport, etc), a successful prayer to the souls
of those lost can be used in place of burial.
Source: Revlid

Cursed Pockets Method


Cost: ; Mins: Essence 2, Bureaucracy 4; Type: Permanent
Keywords: Merged (Larceny), Mirror (Unending Ownership Security)
Duration: Permanent
Prerequisites:
Delving into the belongings of an Abyssal seldom ends well; few get away clean.
This Charm permanently enhances the Abyssals capabilities, increasing the difficulty

48
of any roll that would allow a character to steal an object the Abyssal owns from his
person by (Essence). This only applies to affects that would actually steal an object;
disarming attempts are not penalized, but a (Dexterity + wielding Ability) roll to
snatch the weapon would be. At Essence 4+, this applies to any object he owns,
regardless of where it is.
If the Abyssal has committed any number of motes to an object he owns for any
reason (such as part of an attunement cost), then this Charm also reacts to any magic
that would result in him losing that ownership, inflicting an immediate Resonance
eruption on the thief (whether he was successful or not), with the Storyteller allocat-
ing (Abyssal’s Essence) Resonance points amongst the various effects. Non-magical
methods of seizing ownership (such as killing the Abyssal and taking the object in
question) still function as normal.
This Charm is mirrored by the Solar Charm Unending Ownership Security.
”Merged”: This Charm also exists in Larceny.
Source: Revlid

Patron of Tomb Raiders


Cost: 10m, 1wp; Mins: Essence 4, Bureaucracy 5; Type: Simple
Keywords: Combo-OK, Shaping, Obvious, Mirror (Generous Monument Prana)
Duration: Instant
Prerequisites: Cursed Pockets Method
Upon activating this Charm, the Abyssal selects any one object that he owns
and is not significantly larger than him, removing it from his person. As it falls to the
ground, the world around it is Shaped into a suitable form for presenting the Abyssals
gift; stone grinds into a pedestal, water freezes into a permafrost display case, corpses
shift into unrotting poses of worship or terror, sand fuses into domes that shade the
treasure from the hateful sun, and stormclouds clench around the object, carrying it
atop lashing rain and furious lightning. Where relevant, this Shaping effect extends
(Resources cost) yards around the object, or (Artifact rating x 3) yards if it is an
artifact.
This object becomes as indestructible as an artifact, if it were not before. The
Shaped environment around it becomes similarly indestructible, preventing it from
being removed except through targeting its world-pedestal with effects that can de-
stroy artifacts. Even if the object is removed in this way, characters cannot naturally
acquire ownership of it; they must use magic, which is penalized as though the Solar
still owned it and had committed motes to it.
If the Abyssal wishes, he may declare a valid recipient of the object. This can be
as narrow as Marena the Red Crescent? or as broad as any character with Melee 5+?
or a redhead?, and (if the Solar wishes) may be described in the Shaped environment;
a stone pedestal might include a brief poem describing a valid recipient, while an icy
statue gripping an object intended for a specific character might depict the recipient
in question. A valid recipient of the object is aware of their claim to the Abyssals
inheritance; it is Obvious to them, whether they hear of its existence in rumour, lost
songs, or setting eyes upon the thing. Such a recipient ignores the indestructibility of
the Shaped environment, allowing them to freely take the object; in fact, within the
radius of the Shaped environment they add three bonus successes to any valid action
that, if it succeeds, would physically claim the artifact in question.
Upon actually claiming the artifact, the valid recipient immediately acquires own-

49
ership of it, and can choose to reflexively attune to it if it is an artifact. In addition,
their ownership becomes Obvious to every character who witnesses the reclamation.
After this point, it is no more difficult to steal than any other artifact. The environ-
ment loses its indestructibility, and will return to normal over the next week.
The Abyssal himself, and any of his subsequent incarnations is always considered
a valid recipient. All valid recipients of the object are also Obvious to any Lunar
bonded with the Abyssal; upon hearing of (or stumbling upon) a sword trapped in a
stone, she will instinctively know it was placed there by her bonded deathknight, and
who they intended it for.
At Essence 5+ this Charm can be used to target owned objects that are signif-
icantly larger than the Solar, such as vehicles, large monuments or artillery pieces.
It still cannot target structures. Further, the Abyssal can increase the cost of this
Charm by one point of temporary Willpower in order embed his memories into the
object. If he chooses to do so, and a character successfully claims the artifact, they
gain access to the Past Life background (”’Manual of Exalted Power: Infernals”’, pp.
77-78), using the Abyssal as their Past Life, and are able to buy any number of dots
in it as a Training effect upon reclaiming ownership of the artifact in question.
In addition, upon losing his last health level and dying, the Abyssal may activate
this Charm once, reflexively, with no cost of any kind.
This Charm is mirrored by the Solar Charm Generous Monument Prana.
Source: Revlid

Vendor-Intimidating Acquisition
Cost: 2m; Mins: Essence 2, Bureaucracy 3; Type: Reflexive
Keywords: Combo-OK, Social, Mirror
Duration: Instant
Prerequisites: Calculated Avarice Understanding
The Abyssal tarnishes the things he buys, sullying their value and his own.
Whenever the Abyssal purchases an item from another character, they may activate
this Charm to create an immediate negative intimacy in that character toward them
or the object they have purchased, provided that characters Dodge MDV is less than
(Abyssals Manipulation + Resources value of the purchase). The Abyssal determines
the context of this negative intimacy (hatred, fear, regret, disgust, etc). If the target
is affected, then they Abyssal may choose to also apply a negative intimacy (of the
same context) toward items of the purchased type. At Essence 3+, this Charm may
instead be used to create a negative intimacy within any one character who witnesses
the purchase, as though they were the vendor.
This Charm is mirrored by the Solar Charm Impressive Purchase Decision.
Source: Revlid

Cats Poise Technique (Ghost)


Cost: ; Mins: Essence 1, Conviction 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

50
Ox-Body Technique (Spirit)
Cost: None; Mins: Essence 1, Conviction 1; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a Spirit to purchase extra health levels.
Source Exalted Players Guide, pp. 83-84
Source: Exalted Players Guide

Ox-Body Technique (Ghost)


Cost: None; Mins: Essence 1, Conviction 1; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Arcanos allows a Ghost to purchase extra health levels.
Source Exalted Players Guide, pp. 83-84
Source: Exalted Players Guide

Fathomless Nightmare Inspiration


Cost: ; Mins: Essence 6, Craft 5; Type: Permanent
Keywords: Avatar (3)
Duration: Permanent
Prerequisites: World-Slaying Arsenal Epiphany
With a close connection to their dead gods, the deathknights can wrench terrible
secrets of creation from the dreams of the Authors of Existence. Taking advantage
of this Charm requires that the Abyssal go on a guided Whispers vision-quest (The
Manual of Exalted PowerAbyssals, p. 100), with a focus on creating an artifact or
necrotech creation that fits the criteria allowing application of Frenzied Forge Within.
The Exalt rolls (Perception or Intelligence + appropriate Craft) against a difficulty
of the artifacts rating or half the necrotech creations coil rank.
On a success, the deathknight returns to the waking world with complete designs
for the device. In the case of artifacts, this halves the cumulative difficulty to complete
the project (”’The Books of Sorcery, Vol. IIIOadenols Codex”’, p. 18); for necrotech
animations the Abyssal increases her effective Ability + Specialty by her Whispers
rating for the purposes of designing and building the thing (which does not count
as a dice bonus from Charms), allowing the Exalt to create necrotech of coil ranks
normally beyond her facility. Should the roll to interpret the messages of the dread
dreams fail, she snaps back to waking with a terrible certainty that she has somehow
misinterpreted her masters plans, losing a point of Willpower in the process.
Source:

Systematic Demolition Exercise


Cost: 5m; Mins: Essence 2, Craft 5; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Craft Excellency
This Charm allows an Abyssal to quickly and efficiently demolish something.

51
This Charm is the Abyssal Mirror of the Solar Charm Shattering Grasp.
Source Manual of Exalted Power: Abyssals, p. 151.
Source: Manual of Exalted Power: Abyssals

All-Consuming Entropy Attack


Cost: 5m, 1wp; Mins: Essence 3, Craft 5; Type: Simple (Speed 4, DV -1)
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: Instant
Prerequisites: Systematic Demolition Exercise
This Charm reduces an object to dust almost instantly.Source Manual of Ex-
alted Power: Abyssals, p. 151.
Source: Manual of Exalted Power: Abyssals

Annihilating Gaze
Cost: ; Mins: Essence 4, Craft 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: All-Consuming Entropy Attack
This Charm allows an Abyssal to make use of its prerequisite, All-Consuming
Entropy Attack, at range with a mean stare instead of physical contact. A deathknight
with this Charm may also delay the effects of a successful application of All-
Consuming Entropy Attack to a more opportune moment of collapse.Source Manual
of Exalted Power: Abyssals, p. 151.
Source: Manual of Exalted Power: Abyssals

Eternal Embalming Preparation


Cost: 3m; Mins: Essence 2, Craft 3; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Varies
Prerequisites: Fault-Finding Scrutiny
This Charm renders inanimate objects immune to corrosion and more resilient
against damage. It can also be used to extend the operational life of Necrotech
animations.Source Manual of Exalted Power: Abyssals, p. 151-152.
Source: Manual of Exalted Power: Abyssals

Frenzied Forge Within


Cost: 10m, 1wp; Mins: Essence 3, Craft 5; Type: Supplemental
Keywords: Combo-OK, Spectral, Touch
Duration: Varies
Prerequisites: Fault-Finding Scrutiny
This Charm allows an Abyssal to craft or repair weaponry and other destructive
items with incredible speed.Source Manual of Exalted Power: Abyssals, p. 152.
Source: Manual of Exalted Power: Abyssals

52
Soul-Forging Fury
Cost: 3m; Mins: Essence 3, Craft 5; Type: Simple (Dramatic Action)
Keywords: Avatar (1), Obvious, Touch
Duration: Varies
Prerequisites: Frenzied Forge Within
This Charm allows an Abyssal to quickly and easily forge ghosts into soulsteel.
Powerful deathknights in the Underworld may also use this Charm to transform weak
gods into starmetal.Source Manual of Exalted Power: Abyssals, p. 152-153.
Source: Manual of Exalted Power: Abyssals

World-Slaying Arsenal Epiphany


Cost: ; Mins: Essence 5, Craft 5; Type: Permanent
Keywords: Avatar (3), Mirror
Duration: Permanent
Prerequisites: Craft Essence Flow, Frenzied Forge Within
Abyssals with this Charm find it easier to invent and construct powerful artifacts
of deadly purpose.
This Charm is the Abyssal Mirror of the Solar Charm Wonder-Forging Genius.
Source Manual of Exalted Power: Abyssals, p. 153.
Source: Manual of Exalted Power: Abyssals

World-Killing Urgency Cleverness


Cost: ; Mins: Essence 4, Craft 5; Type: Permanent
Keywords: Avatar (2)
Duration: Permanent
Prerequisites: Frenzied Forge Within
Dead and dreaming though they are, the Neverborn can be a source of great
insight and instruction in the art of killing. This Charm upgrades the workshop
provided by the deathknights Frenzied Forge Within to a masters workshop. In addi-
tion, the Exalt adds (Whispers) extra dice to his Create Item/Artifact (”’Exalted”’,
p. 133) dice pools, even when not using Frenzied Forge Within. This does not count
as a bonus from Charms.
Buying this Charm a second time at Essence 5+ increases the quality of workshop
provided by Frenzied Forge Within to ideal, and a third purchase at Essence 6+
provides a flawless workshop.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Mad Blacksmith Clangor


Cost: 10m; Mins: Essence 3, Craft 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Forge-Taming Hammer)
Duration: Instant
Prerequisites: , Any Craft Excellency
Beating the tortured iron of his his invention into form, the Abyssal might
teach it the meaning of cruelty and violence. This Charm may enhance any action to
craft any destructive item. The number of threshold successes received on the roll is
doubled.

53
Source: The Demented One

Insatiable Genius Dissection


Cost: 5m, 1wp; Mins: Essence 3, Craft 5; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Stackable
Duration: Indefinite
Prerequisites: , All-Consuming Entropy Attack
The Abyssal Exalted do not waste time with hours of studious research, metic-
ulous experimentation, and empty conjecture. There is only one real way to find out
how something workstake it apart. This Charm is a dramatic action to destroy or
dismantle an artifact. This can take anywhere from a day, for a small trinket, to
months, for larger airships and magitech machinery. This Charm does not allow the
Abyssal to destroy an artifact he otherwise could nothe must turn to other magic for
that task. This Charm merely allows him to reverse engineer the principles of an
artifact he has dismantled, not to destroy the indestructible. An artifact successfully
destroyed in the process of using this Charm is utterly dismantled, leaving behind no
useful remnants.
Once the Abyssal has successfully taken apart an artifact, he gains access to a pool
of bonus successes equal to half the successes needed to create the artifact. Whenever
he makes a Craft, Lore, or Occult roll, he may spend successes from this pool to
enhance the roll, so long as his reverse engineering of the artifact could reasonably aid
in that task. However, he can only enhance Craft rolls to create destructive items, or
Lore or Occult rolls that are of harmful or malicious intent. He may never spend more
successes from the pool on a single roll than the rating of the artifact. The Abyssal
retains access to this pool of successes for as long as he commits his essence to this
Charm. If he wishes to dismantle multiple artifacts, he may do so, stacking multiple
activations to gain access to the success pools granted by each artifact. However, he
cannot spend success from more than one pool granted by this Charm on any single
roll.
Source: The Demented One

Bleak Engines of Eternity


Cost: (+1wp); Mins: Essence 4, Craft 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Eternal Embalming Preparation
Only Oblivion itself is enough to unmake the unholy engines of the Abyssal
Exalted. Until they have completed their final labor and sent the world tumbling into
the black hole at its heart, their loyal armies and war machines will march ever behind
them. This Charm upgrades Eternal Embalming Preparation. The Abyssal may pay a
point of Willpower when activating it to enchant any undead war machine or walking
dead. Doing so causes them to gain its benefits permanently. As with enchanting
inanimate objects, the Abyssal need not commit the essence spent activating the
Charm.
Source: The Demented One

54
Graveyard Workshop Method
Cost: ; Mins: Essence 3, Craft 5; Type: Permanent
Keywords: Mirror (Sunlit Anvil Forging Technique)
Duration: Permanent
Prerequisites: , Any Craft Excellency
The gruesome creativity of Abyssal artificers inspires twisted machines of rot-
ting flesh and splintered bone, elegant alloys of corpse and machine. The Abyssal may
substitute a single human corpse, or an equivalent amount of dead flesh, for raw mate-
rial and components with a total cost of (Resources) when crafting destructive items.
The results of such artifice are always hideous relics that blend embalmed necrotic
tissue, stitched-together musculature, and fragments of bone with more traditional
materials.
Source: The Demented One

Soul Transferal Technique


Cost: -(10m, 1wp); Mins: Essence 3, Craft 5; Type: Permanent
Keywords: Shaping, Stackable
Duration: Indefinite
Prerequisites: Soul-Forging Fury
Soulsteel has been the ideal material for Abyssal Exalted since before their
concept was conceived; it speaks to them, and The Unclean listen. An Abyssal may
use this charm immediately after slaying someone whose character fits the designs of
an artifact she intends to make by spending one Willpower and committing 10 motes.
Upon use, both the upper and lower souls are pulled from the corpse and form two
small interlocking links. These combined links count as an exotic component for an
artifact which has a rating equal or lesser than (Target’s Essence + Willpower/3,
rounded down).The motes spent on this charm must be committed until she begins
work on the Artifact, at which point the souls are bound to it and no longer need her
essence to contain them. The concept of the artifact should be reinforced by use of
the soul chosen (e.g. a famous blacksmith’s soul could be used in the creation of an
artifact hammer) and the final decision as to whether a soul is fitting or not is left to
the Storyteller. Extras are never eligible targets for this charm.
Source: Scarlet Heavens

Weapons from my Enemy’s Ashes


Cost: -; Mins: Essence 3, Craft 5; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: Frenzied Forge Within, Systematic Demolition Exercise
Not content with building or destroying by itself, Abyssals have learned to merge
the two. This upgrades Frenzied Forge Within, she adds her Craft score to her Essence
to see how quickly she can craft, and a single invocation may enhance a number of
craft actions. She gains these benefits so long as the combined projects wouldn’t
normally take more than one Season to finish. The number of actions, however, are
limited by her destruction. For each object sacrificed she may add one project to
her total (starting at 0) with a resource cost no greater than that sacrificed. Objects
destroyed in the presence of anyone with an intimacy toward it, or toward something
it stands for, add one to its worth, or may be counted as (Essence) sacrifices of equal

55
worth; an individual’s intimacy cannot be exploited more than once per invocation
of the charm. Individuals shown the destruction of such intimacies suffer an Emotion
effect, as Natural Mental Influence, of grief/hatred/sorrow/etc as fitting which costs
1 Willpower to resist. If this effect is resisted or defended the Abyssal does not gain
the extra benefits from her sacrifice.
Frenzied Forge Within must be activated upon the first act of sacrifice, after which
she has one day to continue sacrifices and one day to craft. No more than half the
resource rating of sacrificed objects may be recovered and less may be available at
Storyteller prerogative.
Source: Scarlet Heavens

Inexhaustible Holocaust Engine


Cost: -(1wp, 1+ Resonance); Mins: Essence 4, Craft 5; Type: Permanent
Keywords: Avatar(2)
Duration: Permanent
Prerequisites: Frenzied Forge Within
Abyssal craftsmen are entire workforces by themselves, they need no assistants
any more than they need tools. This charm permanently enhances its prerequisite,
and though the Neverborn despise the rate at which the Children of Bone may create
wonders with this addition, and punish them heavily for it, the results are incompara-
ble. For each point of resonance the Abyssal gains she adds four successes to her craft
roll. She may not gain more successes in this way than the project could support
assistants. If used in a project, such as manse building, where successes aren’t as
important as man-hours, she counts as a magnitude equal to the Resonance gained,
to a maximum of (Essence). In such projects she gains a like amount of Resonance
every week until the charm is deactivated.So long as she benefits from these effects,
no other assistants may help her project.
After a second purchase at Essence 5, the Abyssal may sacrifice assistants to as-
suage the wrath of the Neverborn. She may either gain the bonuses for each assistant
she sacrifices as if they were working with her, allowing her to at most double the
effects of assistants, or reduce the resonance cost by one for every 8 successes worth
of assistants she sacrifices in order to halve the cost.
Alternatively, she may sacrifice a magnitude (Whispers) unit to add their aid or
reduce the resonance gained by (Whispers/2) for large projects.
As a reminder, these assistants must be sacrificed, not murdered, in order to grant
their benefits, which means they must agree to the cause or be unable to resist at the
activation of the Charm. Spirits sacrificed in this way must be fed to oblivion, such
as with God-Slaying Torment, as discorporation means nothing to the Neverborn.
Source: Scarlet Heavens

Fault-Finding Scrutiny
Cost: 2m; Mins: Essence 2, Craft 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Life-Mocking Assembly, Any Craft Excellency
This Charm allows the deathknight to strike an object’s weak point, making it
easier to damage the item.Source Manual of Exalted Power: Abyssals, p. 151.

56
Source: Manual of Exalted Power: Abyssals

Fault-Finding Scrutiny
Cost: 2m; Mins: Essence 2, Craft 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Life-Mocking Assembly, Any Craft Excellency
This Charm allows the deathknight to strike an object’s weak point, making it
easier to damage the item.Source Manual of Exalted Power: Abyssals, p. 151.
Source: Manual of Exalted Power: Abyssals

Fault-Finding Scrutiny
Cost: 4m; Mins: Essence 2, Craft 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the deathknight to analyze an object’s weak points, making
it easier to repair or damage the item. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 187
Source: Exalted: The Abyssals

(Material) Withering Method


Cost: 5m; Mins: Essence 2, Craft 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Fault-Finding Scrutiny
This is three seperate Charms, each Charm effecting a different type of material:
Wood, Metal or Stone. The charm causes the material to Rot, Rust or Crumble
respectively. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 187
Source: Exalted: The Abyssals

Decay Resistance Preparation


Cost: 10m, 1wp; Mins: Essence 2, Craft 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Fault-Finding Scrutiny
This Charm makes an object highly resistant to natural and unnatural forms
of decay. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 188
Source: Exalted: The Abyssals

Form-Restoring Touch
Cost: 10m, 1wp, 1lhl; Mins: Essence 3, Craft 5; Type: Simple
Keywords:

57
Duration: Instant
Prerequisites: , All three (Material) Withering Method Charms, Decay Resis-
tance Preparation
This Charm allows the deathknight to repair any object as long as some frag-
ment remains. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 188
Source: Exalted: The Abyssals

Reaper Forges Scythe


Cost: 4m; Mins: Essence 3, Craft 5; Type: Reflexive (Step 1)
Keywords: Combo-OK, Stackable, Mirror
Duration: One scene
Prerequisites: Eternal Embalming Preparation
The reaper knows his scythe, for he has spent many a year sharpening it, eyeing
the lifespan of Creation as it grows ever-shorter. Upon activating this Charm, the
Abyssal chooses any ability other than Craft. For the rest of the scene, she may
calculate the dice caps on rolls involving that ability as though her natural rating
in that ability was equal to her Craft rating. The only rolls that may benefit from
this effect, however, are those based around items that the Abyssal has herself used
Craft to create. Examples might include Melee rolls made to attack with a sword she
has forged, Sail rolls to captain a boat she has built, or Larceny rolls to break into a
security system she made herself.
This Charms effects do not apply to those rolls that are simply aided by such an
item, rather than revolving around it; a social roll will not benefit purely because the
Abyssal tanned the human-skin dress she is wearing as a social tool. The enhanced
action must be unperformable without the item in question. Also note that she still
uses the appropriate ability; she cannot use her Craft Excellencies to enhance such
rolls.
At Essence 4+, this Charm automatically upgrades, allowing the Abyssal to out-
right change her rating in the chosen ability to the same as her Craft rating when
making applicable rolls.
This Charm is mirrored by the Solar Charm Invention Implies Mastery.
Source: Revlid

Grisly Token Remembrance


Cost: 5m, 1wp; Mins: Essence 3, Craft 5; Type: Simple (Speed 6 in long ticks)
Keywords: Mirror
Duration: Instant
Prerequisites: Frenzied Forge Within
Deathknights pursue just as many epic adventures as their golden counterparts,
and with just as much zeal, but such adventures always end the same way.
This Charm functions as its Solar Mirror, except in the following ways:
A quest only allows for the use of this Charm if it is resolved by the death of a
living being, directly or indirectly caused by the Abyssal. Mementos must be part of
that being’s body, or else objects that were important to her. Mummified corpses are
acceptable.
Mementos created by this Charm usually have an effective Artifact rating of (killed

58
being’s Essence - 2). Mementos taken from Celestial Exalts have a rating one point
higher than their Essence ratings would normally indicate. Artifact ”0” ingredients
are suitable for creation of 1-dot Artifacts–weaker ingredients are unsuited to Artifact
creation.
Mementos created by this Charm are not divided by Virtue. They are capable of
replacing ANY known, existing, non-unique ingredient, so long as the Artifact being
created is a tool of destruction. Such mementos might even replace truly unique
ingredients (such as ”Ligier’s Tears”) if the memento is from the same unique source
(such as ”Ligier’s Skull”).
Essence-users that spend a mote and a miscellaneous action while in contact with
the memento gain brief, but intensely personal, flashes of insight into the life of the
being that provided the memento.
Abyssals who know this Charm automatically and freely leave behind a memento
of themselves upon death. This is not optional.
This Charm is mirrored by the Solar Charm Charms:Golden Adventure Infusion
Golden Adventure Infusion.
Source: Dex Davican

Hurried Apocalypse Assembly


Cost: 12m, 2wp; Mins: Essence 4, Craft 5; Type: Simple (Dramatic Action)
Keywords: Mirror, Obvious
Duration: From midnight to sunrise
Prerequisites: Grisly Token Remembrance
It is unwise to give the Abyssal Exalted even a moment to rest. In that moment,
they can forge the instrument of your annihilation.
This Charm is identical to its Solar Mirror, except for its duration and the fact that
it may only use mementos created by any Abyssal using this Charm’s prerequisite.
This means that it can only craft instruments of destruction.
This Charm is mirrored by the Solar Charm Charms:Heart-as-Anvil Technique
Heart-as-Anvil Technique.
Source: Dex Davican

Savoring Last Breaths


Cost: –; Mins: Essence 3, Craft 5; Type: Permanent
Keywords: Mirror, Reactor
Duration: Permanent
Prerequisites: Grisly Token Remembrance
The Chosen of the Void are not above reminiscence. Sometimes it is over a
fallen foe, sometimes over a lost loved one. These are merely different flavors–they
are equally delicious.
When the Abyssal spends a mote and a miscellaneous action to gain insight into
the life of the being that provided that memento, he may regain (memento’s effective
Artifact rating) motes. Any given memento can provide these motes to any Abyssal
that knows this Charm, but only once per month. The Abyssal may triple the mote
reward, but this permanently reduces the memento’s effective Artifact rating by one.
This Charm is mirrored by the Solar Charm Charms:Golden Years Reaffirmation
Golden Years Reaffirmation.
Source: Dex Davican

59
Rust
Cost: 5 motes; Mins: Essence 1, Craft 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to rust metal with a touch.Source First Edition
Storytellers Companion, p. 47c.
Source: First Edition Storytellers Companion

Branches of Sin
Cost: 5m; Mins: Essence 3, Craft 3; Type: Simple
Keywords: Combo-basic, Merged (Medicine), Obvious
Duration: One Scene
Prerequisites: Frenzied Forge Within
Flesh, bone, and blood are the natural media of the Abyssal. Things made of
the once-but-no-longer-living resonate with their twisted Exaltations, and this Charm
reflects this poisonous control. This Charm is really a cluster of three, though learning
the second and third iteration of it cost only 2 exp each once the first is gained. Each
purchase enables the Abyssal to choose one of the three elements of the body. While
the iteration of the Charm relevant to that material is active, the Abyssal expands
the benefits of Frenzied Forge Within to any item made primarily of the relevant
material, regardless of its ”destructive” nature.
In addition, his anima (invisibly, unless it is manifested due to peripheral mote
expenditure or the like) grasps and manipulates the material in question, so long as
the material is within Essence x7 yards of the Deathknight.
* Flesh can be hardened, stretched, and molded. In addition to providing a painful
but effective means of forging disguises (which grant a bonus die for each die of internal
penalty the pain of the warping causes for the duration of the disguise, maximum 4)
which last until a lethal health level of penalty equal to the penalty inflicted would
heal normally. It may alternatively allow the Abyssal to clinch a target, using his
(Ability) instead of Martial Arts and his Essence instead of Strength and Dexterity.
* Bone can be animated. Corpses can be made to move (though it takes flurrying
the Abyssal’s own actions to move a number equal to his relevant Ability), and he
may even force the living to fight their own skeletons (forcing internal penalties equal
to half his relevant Ability; this takes as much concentration as controlling a single
corpse for a single living person).
* Blood can be telekinetically controlled and even given supernatural solidity. As
long as sufficient blood is available, the Abyssal can create any item of up to Resources
5 value with no supernatural properties of its own out of blood, and use it with a +1
bonus die due to his fine control of it. Even projectiles can be created and fired with
this.
Learned as a Medicine Charm, the prerequisite Charm becomes Bone Graft Tech-
nique
Source: Segev

Bathed in Dragon Blood


Cost: –; Mins: Essence 3, Craft 4; Type: Permanent
Keywords: Merged (Medicine), Obvious

60
Duration: Permanent
Prerequisites: Branches of Sin
The Deathknight truly demonstrates his sanguine mastery in combat. Blood
from his own wounds or those he inflicts on others flies up to whirl about him or
splatter onto him, whichever more suits his macabre aesthetics. For each lethal health
level he takes or inflicts while this Charm’s prerequisite is active, he adds one level
of lethal and bashing soak. This counts as soak from armor, though it stacks with
other sources of armor and does not interfere with martial arts styles that forbid
armor. A repurchase allows the Abyssal to gain lethal and bashing hardness instead
of soak, so long as his commits a mote per point of hardness gained this way. This
hardness stacks with his highest other source of hardness, but the bonus from this
Charm cannot exceed his (Ability)+Stamina.
Source: Segev

Blasphemous Obsidian Frieze


Cost: 5m, 1wp; Mins: Essence 3, Craft 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Eloquent Artisan’s Thesis), Social
Duration: Instant
Prerequisites: , Excellency Any Craft Excellency
The treasures of Oblivion corrupt and seduce their masters. This Charm sup-
plements a Craft action, allowing the Deathknight to imbue the object created with
unnatural mental influence, an influence that afflicts any characters who wields the
treasure she creates. She may instill a Compulsion effect, which forces its victims to
undertake some behavior; an Emotion effect, which instills a feeling or passion into its
target; or an Illusion, which forces a belief on its targets. In order for the influence to
affect a character, they must spend at least a minute interacting with the object in a
meaningful waya painting must be viewed, a sword wielded, or a meal eaten in order
to convey the social attack. The social attack is treated as being made with Perfor-
mance if it effects anyone who interacts with the object, or Presence if it is tailored
to a single character. Characters with an MDV that exceeds the Abyssal’s (Manipu-
lation + Craft) at the time of creation are immune to this influence, while others may
resist for a cost of two Willpower. Once a character has resisted an object’s imbued
influence, they are permanently immune to it. This Charm can explicitly be included
in combos with Charms of other abilities.
Source: The Demented One

Glue Factory Retirement


Cost: -; Mins: Essence 3, Craft 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: , Excellency Any Craft Excellency
The continuation of mortal existence is sustained by webs of economic utility.
Mortals suffer each others presence not out of pure hearted altruism but to facilitate
the extraction of their own desires. In the absence of such, mortals would happily
blind themselves to the dissolution of their fellows and sit aside as the obsolete are
marked for destruction. Or so it may seem to the Neverborn.
This Charm enhances all Abyssal Charms which aid in the construction of weapons

61
of destructive items or artefacts, allowing them to enhance additionally the construc-
tion of machinery intended to reduce or remove the need for human labour or decision
inputs and machinery designed to process the material bodies of living beings into in-
ert products. This Charm does not function if the machinery built would require more
human labor to maintain than it replaces. Any apparently artificial minds produced
with the assistance of this Charm, which may be produced to any level of sophistica-
tion the designer is otherwise able, are however, not truly sapient or sentient but are,
philosophically speaking, zombies. The Abyssal does not gain Resonance for anything
produced under the tenets of this Charm.
Source: Ghosthead

Tarnished Retirement Watch Presentation


Cost: 5m+, 1wp ; Mins: Essence 3, Craft 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Dream Memento Construction)
Duration: Indefinite
Prerequisites: , Excellency Any Craft Excellency
In the mere presence of the Abyssal Exalted, treasured things stain, fray and
dirty. Mechanisms wind down, rust. Their astonished owners find them impossible
to repair. But they tick their lives away doing so in unbelieving denial anyway,
mortals often driven to distraction, myopic obsession and unarticulable torment by
such entropic zahirs.
This Charm is a mirror of the Solar Charm Dream Memento Construction
(Charms:Dream Memento Construction), but functions only for negative Intimacies
or Intimacies towards inaction and contemplation of Oblivion and death. In addi-
tion, should the Abyssal use the Charm to alter a token that already exists and is of
sentimental value to the target, the increase to the Craft roll’s difficulty is waived.
Source: Ghosthead

Bone Graft Techinque


Cost: 10m; Mins: Essence 2, Craft 4, Medicine 2; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Decay Resistance Preparation, Flesh-Mending Discipline
This Charm affixes a previously created prothetic to living flesh. See the full
text of the Charm for details.
Source Exalted: The Abyssals, p. 188
Source: Exalted: The Abyssals

Stuffed Plague-Rat Dollmaker Style


Cost: 3m, 1wp; Mins: Essence 3, Craft 5; Type: Simple
Keywords: Touch, Combo-OK
Duration: Indefinite
Prerequisites: Frenzied Forge Within
By committing three motes of Essence to anything while he crafts it, the Abyssal
fills it with ravenous disease gods. By default, his work must use samples from an
actual victim of the disease he wishes to spread: strips of a leper’s skin, braided into
a fine belt, blood of a plague victim to quench a sword from the heat of the forge, or

62
the hair of a syphillitic whore stitching together a child’s doll.¡p¿Abyssals with the
Medicine Charm Pestilence-Bearing Touch may invoke and commit the Essence of
that charm as well to use more immediately-available diseases, without the need for
material components.¡/p¿
As long as the Essence remains committed, anyone who spends more than a scene
handling or carrying it must make an exposure roll for the disease in question.¡p¿
Someone infected with such a disease may transmit it along its usual vectors; if
the Deathknight used a disease he had memorized with Pestilence-Bearing Touch, it
remains noncommunicable. This restriction remains in place if he uses a sample from
someone he infected with that charm.¡/p¿
The deathknight may end the charm at any time; if he spends an additional six
motes as he does so, the object immediately breaks down over the course of the scene;
the manner of its decay mirrors the disease bound into it–the sword develops bubbles
of rust, like the pustules of bubonic plague, or the doll breaks out into a scarlet rash.
This effect is, of course, Obvious, and immediately subjects everyone within (Essence)
yards to one last exposure roll.
Source: Mockery

Re-purposing the Raiton’s Rations


Cost: Cost: - (1wp); Mins: Essence 3, Craft 5; Type: Permanent
Keywords: Mirror, (Shaping)
Duration: Permanent
Prerequisites: Eternal Embalming Preparation

The Neverborn crave the destruction of all things, and to this end they have dis-
patched the Deathknight to drag Creation into the mouth of Oblivion. Yet, along
the way, he need not ignore the many resources this glorious ruin produces. This
charm permanently enhances all the Abyssal’s craft actions and lowers by one the re-
source cost of any craft project he undertakes, so long as he has access to a surplus of
fresh corpses. He’s learned to make do with whatever is available and may substitute
these grisly materials for the more sanitary reagents of mortal craftsmen. A project
reduced to a Resources cost of zero becomes a truly spectacular sight to behold, as
terrifying tools materialize as if by magic from discarded fingers and snapped joints.
This reduction applies only to craft projects the Abyssal undertakes as the head of
production, and not to projects in which he acts as an assistant or to Resource expen-
ditures which do not produce tangible results such as those expended on maintaining
a Workshop. This charm may be repurchased at Essence four and five, and once more
at Craft six.
As an additional benefit, each purchase of this charm allows the Abyssal to produce
an artifact using one fewer magical reagents than usual, minimum zero. However,
improvising such delicate and complex reagents from simple materials stretches the
boundaries of belief and requires an additional one willpower surcharge while also
adding the Shaping keyword to this effect. This does not count as a charm activation.
This reagent reduction also stacks with additional purchases of this charm, allowing
Deathlords to assemble monstrous artifacts of grim design without ever leaving their
bleak domains.
”’NOTE”’ This charm was developed specifically as an optional ability for abyssal
players hoping to play craftsman in a setting devoid of obligatory reagent gathering.

63
Do not make available in a game where magical reagent gathering is intended as a
major story hook for adventures or where the necessity of gathering reagents is meant
as a counter-balance to the abyssal craft set.
Source: Jurassic Laser

Robbing the Committed Coffer


Cost: ; Mins: Essence 5, Craft 5; Type: Permanent
Keywords: Mirror (Discretion of the Prudent Craftsman)
Duration: Instant
Prerequisites: , Charms:World-Slaying Arsenal Epiphany
The greed of those who serve Oblivion is a hunger beyond either satisfaction or
temperance, and what they have freely given to the world can easily be taken back.
An abyssal exalt who learns this charm can deattune from any artifact they have made
themselves as a miscellaneous speed 5 action. Motes committed through attunement
are not lost outright, but instead refill the death-knight’s mote pool. Motes gained
through this charm always replenish the exalt’s peripheral pool first before refilling
their personal pools.
”’Mirror”’: This Charm has a non-identical Solar version called Discretion of the
Prudent Craftsman.
Source: Jurassic Laser

Torment of Little Gods


Cost: ; Mins: Essence 3, Craft 3; Type: Permanent
Keywords: Shaping, Reactor
Duration: Permanent
Prerequisites: , Fault-Finding Scrutiny
Screams can be drawn from anything, even those with the discourtesy to lack
nervous systems. Thus do the death knights leave ruins and crippled constructs in
their wake, their least gods silently wailing in agony. A lack of nervous system is no
excuse to not inflict pain. This Charm permanently enhances its prerequisite, allowing
the Abyssal to gain motes from using it to damage objects, just as though they were
living characters she had fed from. Whenever an enhanced attack reduces an object to
being Damaged (”’Exalted”’, pp. 154), the Abyssal immediately regains a number of
motes equal to the objects (Resources value -1), to a minimum of one mote, which she
may place in her Personal or Peripheral pools. Upon actually destroying an object,
she regains another, single mote. She may regain a maximum of (Craft x3) motes per
scene in this way. Objects damaged in this way show obvious signs of rust and rot
(which increases the difficulty of any roll to discover how they were actually damaged
by two), as chunks of their structure simply degrade into plasmic fog.
Source: Revlid

Post-Apocalyptic Proofing
Cost: 4m; Mins: Essence 2, Craft 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Ease-of-Assembly Prana)
Duration: Instant
Prerequisites: , Fault-Finding Scrutiny
Real genius never dies. This Charm can be used to enhance any Craft project,

64
reducing the Ability ratings and Resources costs necessary to maintain or repair the
final product by one, to a minimum of one. At Essence 4+, this Charm instead
reduces these ratings and costs by two. At Essence 6+, the final product of such a
project can always be repaired, unless it is completely destroyed; even a lone rusted
hilt washed up on a beach can be repaired into a full murderous blade. This does not
permit multiple artifacts to be ”repaired” out of fragments from a single one; that is
simply scavenging.
”Mirror”: A Solar version of this Charm exists, called Ease-of-Assembly Prana. It
uses Object-Strengthening Touch as a prerequisite, but is otherwise identical.
Source: Revlid

Reaper-Arming Fixation
Cost: (1wp); Mins: Essence 4 , Craft 5 ; Type: Permanent
Keywords: Mirror, Avatar (3)
Duration: Permanent
Prerequisites: Frenzied Forge Within
The Abyssal exalted are loathsome beings forged in the dark desires of their
Neverborn masters to be the tireless unmakers of all things. This is no less true
of the Daybreak caste who mimic the crafting focus of their Twilight kin, and gain
gruesome sustenance and malicious satisfaction from the work they do constructing
the war machines and deadly artifacts which will one day draw all Creation into the
Abyss.This charm permanently upgrades its prerequisite and may be used to enhance
any craft action which could be supplemented by Charms:Frenzied Forge Within.
When using that charm to begin a new project the abyssal may spend an additional
willpower and name a purpose for the intended product of their labor. Subsequent
applications of this charm to the same project do not require a willpower expenditure.
So long as their creative efforts may reasonably be said to facilitate this stated purpose
they treat time spent crafting that item as time spent resting for purposes of willpower
and mote regeneration. This also removes any need for sleep so long as the abyssal
spends time crafting instead. Use of this charm does not justify doubling crafting
speeds in addition to the effects of its prerequisite.
The driving purpose of any project enhanced by this charm must be an innately
destructive one, as the Neverborn will not lend their creative madness to any project
which does not promise destruction through creation. The artisan names a target
that she wishes to see exterminated as she spends the motes necessary to power this
charm, which may be any entity as specific as a person or as broad as a country or race
of people. She need not plan to use the weapon herself, but must firmly believe that
her work will destroy her enemies in time. If her dark lords approve of their agent’s
malice then the charm activates as normal, and the abyssal craftsman feels a surge of
venomous spite towards her intended victim which inspires her to work tirelessly to
facilitate their gruesome execution. Typically, the Neverborn veto uses of this charm
which target creatures of death or their Oblivion cults, but such entities have no true
immunity from the endless spite of these alien corpse-titans. This charm may never
be used to harm a person or group towards which the abyssal has a positive intimacy,
even collaterally, as the homicidal hatred spawned by this charm must be pure and
true.
Once production of the item in question is complete, the abyssal suffers an un-
natural mental compulsion with a number of automatic successes equal to her own

65
(Essence + Integrity) and must spend three willpower to resist this effect. Failure
means that she immediately implements whatever course of action she intended for
the item she just produced, as best as she is able. If she ever witnesses proof that the
product of a labor enhanced by this charm is being used to prolong life rather than
end it she immediately gains one resonance. Both of these effects can only be applied
once, but resonance gained from both effects stack.
Solars have a mirror of this charm which works identically, but they gain limit
instead of resonance and must construct items of a benevolent nature. Source Jurassic
Laser
Source: Jurassic Laser

Inescapable Iron Grip


Cost: 5m; Mins: Essence 2, Dark Messiah 3; Type: Supplemental
Keywords: Combo-OK
Duration: Until Released
Prerequisites: Dead Man’s Grasp
This Charm augments a grapple attack, conferring to the foe an internal penalty
to control the grapple. This also prevents the victim from breathing, potentially
asphyxiating them. See the full text of the Charm for details.Source Manual of
Exalted Power: Abyssals, p. 185.
Source: Manual of Exalted Power: Abyssals

Dead Man’s Grasp


Cost: 1m/action; Mins: Essence 2, Dark Messiah 2; Type: Supplemental
Keywords: Combo-OK
Duration: Until Released
Prerequisites:
This Charm augments a grapple attack, dealing lethal damage. The Abyssal
can also potentially increase her damage in a grapple. See the full text of the Charm
for details.Source Manual of Exalted Power: Abyssals, pp. 184-185.
Source: Manual of Exalted Power: Abyssals

Scapegoat Declaration Practice


Cost: 5m; Mins: Essence 3, Dodge 5; Type: Reflexive (Step 2)
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisites: , Fluttering Moth Defense
When danger approaches, a common tactic is to name a scapegoat, a being
who will take the pain and suffering of others into themselves. Thus does the Abyssal
avoid harm by casting it upon another. This Charm may be activated in response to
any attack or flurry of attacks that targets the Abyssal, even one which is normally
undodgeable. The Abyssal chooses an ally or minion within (Essence) yards of her;
the entire flurry now targets them.
Source: FrivYeti

66
Untouchable Phantom Mien
Cost: 5m, 1wp; Mins: Essence 3, Dodge 5; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: Any Dodge Excellency, Flickering Wisp Technique, Uncanny Im-
pulse Evasion
This Charm allows the Abyssal to dance through the worst onslaught from his
attackers with nary a scratch.
This Charm is the Abyssal Mirror of the Solar Charm Flow Like Blood.
Source Manual of Exalted Power: Abyssals, p. 168.
Source: Manual of Exalted Power: Abyssals

Fulgurating Smoke Evasion


Cost: (+2m); Mins: Essence 6, Dodge 6; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Dodge Essence Flow, Untouchable Phantom Mien
Increasing its cost by two motes allows the deathknight to activate Flickering
Wisp Technique as if it were not a Charm for the purposes of other Charms and
Combos.
This Charm is the Abyssal Mirror of the Solar Charm Sinuous Shadow Escape.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Howling Wind Dance


Cost: (+3m); Mins: Essence 4, Dodge 5; Type: Permanent
Keywords: Mirror
Duration: One tick
Prerequisites: Untouchable Phantom Mien
While the Abyssals Untouchable Phantom Mien is active, she may extend the
duration of her Flickering Wisp Technique by adding three motes to its activation
cost. She then perfectly dodges every attack of which she is aware for the rest of the
tick, even those that are undodgeable. All of these dodges are still subject to the
Flaw of Abyssal Invulnerability of the Exalts normal Flickering Wisp Technique. The
deathknight moves (Essence) yards only on the initial activation of this Charm; he
must reactivate it to gain that benefit against further attacks.
At Essence 5+ the deathknight may spend an additional point of Willpower to
extend the duration of this protection to the rest of the action.
This Charm is the Abyssal Mirror of the Solar Charm Dancing Shadow Evasion.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Unfortunate Bystander Maneuver


Cost: 2m; Mins: Essence 3, Dodge 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Foe-Shaming Defense

67
Wicked as they are, what Abyssal would not shield himself with other people?
When the deathknight is the target of an attack, he may activate this Charm to roll
his (Dexterity + Dodge), subtracting an external penalty equal to the Dodge DV of
another character other than the attacker within (Exalts Essence + Dodge) yards. If
this roll is successful, the Abyssal and his victim switch places, the bystander now
being the target of the oncoming attack. The replacement target may defend against
the attack normally, but if it was unexpected it remains so, even though the Exalt
would have had to notice it to make use of Unfortunate Bystander Maneuver.
This Charm is the Abyssal Mirror of the Solar Charm Shaded Ally Intercession.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Mirror-Cracking Step
Cost: (+1m); Mins: Essence 2, Dodge 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Flickering Wisp Technique
The Abyssal Exalted find slipping away from near-death all too easy. This
Charm permanently enhances Flickering Wisp Technique. The Abyssal may spend
an additional mote when invoking it to increase the distance he may travel to (Essence
x 10) yards.
Source: The Demented One

Laughing Over Conquered Corpses


Cost: ; Mins: Essence 3, Dodge 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Foe-Shaming Defense
With preternatural grace and uncanny finesse, a Deathknight can happily
sidestep blow after blow, mocking his impotent foes. This Charm permanently en-
hances the Abyssals Foe-Shaming Defense Charm. The counterattack it grants always
succeeds without need for a roll, although perfect defenses still cause it to fail.
Source: The Demented One

Bone Oracle, Sanguine Portents


Cost: ; Mins: Essence 2, Dodge 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Uncanny Impulse Evasion
Before the blade is drawn for its sheath, the Deathknight has already evaded it.
This Charm permanently enhances the Abyssals Uncanny Impulse Evasion Charm.
He gains no Resonance for invoking it to defend against unexpected attacks made by
living characters, negating its cost. Invoking it still counts as Charm activation.
Source: The Demented One

Misshapen Skeletal Grotesquerie

68
Cost: 1m+; Mins: Essence 3, Dodge 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Lissome Maiden Stance)
Duration: One scene
Prerequisites: , Flitting Shadow Form
The Abyssals bones lurch from their joints, his sinews spooling out like grotesque
threads of meat to support this gruesome contortion. Activating this Charm, the
Deathknight may spend up to (Essence) motes. The Abyssal adds one die to the
(Dexterity + Dodge) pool used to calculate his Dodge DV for every mote spent, as
well as for any roll made to escape or evade some form of danger. None of these
bonuses count as dice added by a Charm.
Source: The Demented One

Soul-Hollowing Wraith Contemplation


Cost: (+1wp); Mins: Essence 4, Dodge 5; Type: Permanent
Keywords: Mirror (Shadow Step, Heaven Body)
Duration: Permanent
Prerequisites: Flitting Shadow Form
There is so little left in the Abyssal Exalted that their foes can find nothing to
harm. This Charm upgrades Flitting Shadow Form. The Abyssal may pay a surcharge
of one Willpower to extend its duration to one action. If he has Untouchable Phantom
Mien active, he need not pay this surcharge.
Source: The Demented One

Black Silhouette Costume


Cost: 3m, 1wp; Mins: Essence 2, Dodge 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Seven Sunbeam Aura), Obvious
Duration: One action
Prerequisites: Flitting Shadow Form
A caul of black essence clings to the Abyssal, obfuscating his motions behind a
veil of sense-annihilating shadow. If the Abyssal uses his Dodge DV to defend against
an attack, it suffers an external penalty of (Essence). Against mortals, ghosts, and
raksha, the penalty is increased to (Essence + 2).
Source: The Demented One

Armored in Innocents Defense


Cost: 3m; Mins: Essence 2, Dodge 3; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One Scene
Prerequisites: Flitting Shadow Form
The Abyssal Exalted are notorious for fighting in crowds of mortals, to scare
away more compassionate enemies or to feed on mid battle to refill their reserves. This
Charm exemplifies these tactics of putting mortals in harm’s way. Upon activating
this the Abyssal gains a +3 Cover bonus to her DVs against any attacks she is aware
of so long as she is within (Dodge) yards of a mortal extra or mindless undead: she
dodges behind him to deflect incoming attacks. Additionally, if she successfully dodges
an attack that missed because of this bonus (i.e. missed by fewer than 4 successes),
the target that granted her the bonus takes the hit as if it scored (Essence) Successes

69
over his DV. Damage dealt because of this charm counts as damage dealt by the
Abyssal for any active Ravening Mouth of (Ability) Charms.
Source: Scarlet Heavens

Fivefold Shadow Form


Cost: 2 motes; Mins: Essence 2, Dodge 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Flitting Shadow Form
This Charm reduces the attack pool of an incoming attack, perhaps making it
miss altogether.Source Exalted: The Abyssals, p. 206.
Source: Exalted: The Abyssals

Flitting Shadow Form


Cost: 1m; Mins: Essence 1, Dodge 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to more easily evade attacks.
This Charm is the Abyssal Mirror of the Solar Charm Shadow Over Water.
Source Manual of Exalted Power: Abyssals, p. 168.
Source: Manual of Exalted Power: Abyssals

Flitting Shadow Form


Cost: 1 mote per 2 dice; Mins: Essence 2, Dodge 2; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm reduces the dice pool of a single attack targeting the Abyssal that
they are aware of.Source Exalted: The Abyssals, p. 205.
Source: Exalted: The Abyssals

Incomparable Phantom Form


Cost: 5 motes, 1 Willpower; Mins: Essence 3, Dodge 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Uncanny Impulse Evasion, Flickering Wisp Technique
The Abyssal partially dematerializes and is able to fully dodge all incoming
attacks.Source Exalted: The Abyssals, p. 207.
Source: Exalted: The Abyssals

Emptiness of Action
Cost: 3m; Mins: Essence 2, Dodge 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Ideal Motion Principle)
Duration: One scene

70
Prerequisites: , Flitting Shadow Form
The Abyssal Exalted hollow their actions of purpose and consequence, so as not
to offend against Oblivion. The Deathknight reduces the DV penalty of any action
he takes by one, to a minimum of zero, before applying it to his Dodge DV. The full
penalty is still applied to his Parry DV.
Source: The Demented One

Flowing Evasion Assault


Cost: 6 motes; Mins: Essence 3, Dodge 5; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Flickering Wisp Technique
The Abyssal may use this Charm as its prerequisite, appearing directly behind
their opponent.Source Exalted: The Abyssals, p. 206.
errata-fix edition=Firstsource=Exalted Players Guidepage=202text=This Charm
is an improved form of hopping defense that allows limited teleportation including
reappearing behind a target to instigate a surprise attack.
Source: Exalted: The Abyssals

Foe-Shaming Defense
Cost: 3m; Mins: Essence 2, Dodge 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Mirror, Obvious
Duration: Instant
Prerequisites: Flitting Shadow Form
This Charm allows an Abyssal to trick or shove an attacker, stunning them or
knocking them down.
This Charm is the Abyssal Mirror of the Solar Charm Leaping Dodge Method.
Source Manual of Exalted Power: Abyssals, p. 168-169.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Counter-
attack, Dusk, Mirror, ObviousCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

Refinement of Flowing Shadows


Cost: 12m; Mins: Essence 4, Dodge 5; Type: Reflexive
Keywords: Combo-OK, Dusk, Mirror (Refinement of Flowing Shadows), Obvious
Duration: One action
Prerequisites: Flickering Wisp Technique
This Charm functions identically to its Solar counterpart, save that it delays
Flickering Wisp Technique’s reflexive relocation until the end of the tick or action, as
appropriate.
This Charm is mirrored by the Solar Charm, Refinement of Flowing Shadows
Source Scroll of ErrataCategory:Dusk Charms
Source: Lords of Creation

Shadow Fades at Dawn


Cost: - (+4m); Mins: Essence 5, Dodge 5; Type: Permanent

71
Keywords: Dusk, Mirror (Divine Witness of Utter Safety), Obvious
Duration: Indefinite
Prerequisites: Flickering Wisp Technique, Foe-Shaming Defense
Mocking laughter marks the Abyssals relocation away from the area of effect.
This Charm is otherwise identical to its Solar counterpart.
This Charm is mirrored by the Solar Charm Divine Witness of Utter Safety.
Source Scroll of ErrataCategory:Dusk Charms
Source: Scroll of Errata

Flickering Wisp Technique


Cost: 3m; Mins: Essence 2, Dodge 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror, Obvious, Spectral
Duration: Instant
Prerequisites: Raiton’s Nimble Perch, Flitting Shadow Form
This Charm allows an Abyssal to teleport away from danger, perfectly avoiding
and moving away from its source. This Charm suffers one of the Flaw of Invulnera-
bility Four Flaws of Invulnerability.
This Charm is the Abyssal Mirror of the Solar Charm Seven Shadow Evasion.
Source Manual of Exalted Power: Abyssals, p. 168.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror (Seven Shadow Evasion), ObviousCategory:Dusk Charms
2.5errata source=Scroll of Erratacost=8m
Source: Manual of Exalted Power: Abyssals

Flickering Wisp Technique


Cost: 3m; Mins: Essence 2, Dodge 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror, Obvious, Spectral
Duration: Instant
Prerequisites: Raiton’s Nimble Perch, Flitting Shadow Form
This Charm allows an Abyssal to teleport away from danger, perfectly avoiding
and moving away from its source. This Charm suffers one of the Flaw of Invulnera-
bility Four Flaws of Invulnerability.
This Charm is the Abyssal Mirror of the Solar Charm Seven Shadow Evasion.
Source Manual of Exalted Power: Abyssals, p. 168.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror (Seven Shadow Evasion), ObviousCategory:Dusk Charms
2.5errata source=Scroll of Erratacost=8m
Source: Manual of Exalted Power: Abyssals

Flickering Wisp Technique


Cost: 6 motes; Mins: Essence 2, Dodge 5; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Fivefold Shadow Form
This Charm allows the character to perfectly dodge an attack without a
roll.Source Exalted: The Abyssals, p. 206.

72
errata-fix edition=Firstsource=Exalted Players Guidepage=202text=This Charm
is a hopping defense that allows for short range teleportation.
Source: Exalted: The Abyssals

Uncanny Impulse Evasion


Cost: 1 Resonance; Mins: Essence 1, Dodge 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to avoid ambush, though her survival may anger
the Neverborn.
This Charm is the Abyssal Mirror of the Solar Charm Reflex Sidestep Technique.
Source Manual of Exalted Power: Abyssals, p. 168.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
MirrorCategory:Dusk Charms
2.5errata source=Scroll of Erratacost=1mtext=Uncanny Impulse Evasion costs
zero motes against ghosts, mortals, and raksha. However, the Abyssal gains one
point of Resonance the first time in a scene that he activates it to defend against
an unexpected attack made by a servant of Oblivionincluding spectres, nephwracks,
hekatonkires, Deathlords, and his fellow Abyssal Exalted.
Source: Manual of Exalted Power: Abyssals

Uncanny Impulse Evasion


Cost: 2 motes; Mins: Essence 2, Dodge 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Flitting Shadow Form
The character may dodge unseen attacks with a reduced pool.Source Exalted:
The Abyssals, p. 206.
Source: Exalted: The Abyssals

Relentless Revenant Spirit


Cost: None; Mins: Essence 2, Endurance 4; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Tireless Sentinel Technique
This Charm allows the Abyssal to rise as a ghost after being slain.
Source Exalted: The Abyssals, p. 175.
Source: Exalted: The Abyssals

Insensible Corpse Technique


Cost: None/1 mote per -1; Mins: Essence 2, Endurance 3; Type: Spe-
cial/Reflexive
Keywords:
Duration: Permanent/One scene
Prerequisites: Pain-Eating Focus

73
This Charm dulls the Abyssal’s sense of pain. It can be purchased as a perma-
nent wound penalty reduction, or a more powerful temporary anesthetic.
Source Exalted: The Abyssals, p. 175-176.
Source: Exalted: The Abyssals

Agony-Savoring Spirit
Cost: 1 Willpower; Mins: Essence 2, Endurance 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Pain-Eating Focus
The Abyssal may restore Willpower when slaying an individual single-handedly.
Source Exalted: The Abyssals, p. 176.
Source: Exalted: The Abyssals

Tireless Sentinel Technique


Cost: 3 motes; Mins: Essence 2, Endurance 3; Type: Simple
Keywords:
Duration: One day
Prerequisites: Ghost Armor Prana
This Charm allows the Exalt to stay awake for extended periods of time without
suffering the normal sleep-deprivation penalties.
Source Exalted: The Abyssals, p. 175.
Source: Exalted: The Abyssals

Pain-Eating Focus
Cost: 1 mote; Mins: Essence 2, Endurance 1; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to regain Essence when struck.
Source Exalted: The Abyssals, p. 175.
errata-fix edition=Firstsource=Exalted Players Guidepage=207text=The charac-
ter gains (Essence) motes back for every success on the roll. The successes are capped
at (Stamina). This added benefit only functions while in a Shadowland or the Un-
derworld.
Source: Exalted: The Abyssals

Ox-Body Technique (Solar)


Cost: None; Mins: Essence 1, Endurance Varies; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source First Edition Core, p. 170.
Source: First Edition Core

74
Ox-Body Technique (Abyssal)
Cost: None; Mins: Essence 1, Endurance Varies; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Exalted: The Abyssals, p. 174
Source: Exalted: The Abyssals

Ox-Body Technique (Sidereal)


Cost: None; Mins: Essence 1, Endurance Varies; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Exalted: The Sidereals, p. 132.
Source: Exalted: The Sidereals

Ox-Body Technique (Dragon-Blooded)


Cost: None; Mins: Essence 1, Endurance Varies; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.Source Exalted:
The Dragon-Blooded, p. 195.
Source: Exalted: The Dragon-Blooded

Cats Poise Technique (Spirit)


Cost: ; Mins: Essence 1, Essence 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Ox-Body Technique (Spirit)


Cost: ; Mins: Essence 1, Essence 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source The Roll of Glorious Divinity I, p. 172.
Source: The Roll of Glorious Divinity I

75
Cats Poise Technique (Mountain Folk)
Cost: ; Mins: Essence 1, Foundation null; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Creeping (Ability) Tribulation


Cost: 5m; Mins: Essence 4, General 5; Type: Reflexive (Step 1 for attacker,
Step 2 for defender)
Keywords: Avatar (3), Combo-OK, Obvious, Spectral
Duration: Instant
Prerequisites: Any (Ability) Excellency
The Neverborn imbue their servants with the hungry power of Oblivion, allow-
ing them to chip away at those bits of existence that vex them. This Charm changes
the circumstances of an action the Abyssal takes, reducing by his Essence any dif-
ficulties or external penalties his own (Ability)-based actions face. Because attacks
and defenses are contesting rolls they are opposing difficulties, so this Charm acts as
an external penalty on attacks against the deathknight and on DVs applied against
his own attacks.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Fourth (Ability) ExcellencyEssence Abolition


Cost: 4m; Mins: Essence 1, General 3; Type: Reflexive (Step 4 for defender,
Step 6 for attacker)
Keywords: Combo-OK, Shaping
Duration: Instant
Prerequisites:
While the Neverborn hate everyone and everything, being their favored servants
gives deathknights a leg up on all those other festering sores of ongoing existence. As
long as it all falls into the Void eventually, the dead gods of the Abyssals are willing
to devour the success of their foes now in lieu of the success of their servants later.
When the deathknight is participating in a contested roll or other activity in which
another character makes a roll that he directly opposes, he may activate this Charm
to force that character to reroll their dice pool. The worse of the two results applies.
If the targets contesting value is static, then the pool used to determine that value
is reduced by (targets Ability) dice. This Charm and the General CharmThe Three
Basic Excellencies Third Excellency cancel each other out, resulting in no net effect.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Surging (Ability) Empowerment (Abyssal)


Cost: None (+1wp); Mins: Essence 3, General 3; Type: Special
Keywords: Mirror
Duration: Permanent

76
Prerequisites: Any (Ability) Excellency
This Charm enhances the Deathknight’s (Ability) Excellencies. When using
any of those Charms the Abyssal may also spend an additional point of willpower
in either step 3 if attacking or step 5 if defending. This either counts rolled 9s as
two successes, in the instance of a rolled dice pool, or increases a static value by
one for every two dots in that ability, rounded down. If the Deathknight used the
Third Excellency (Essence Resurgent) he may spend the willpower when he uses that
Charm (steps 4 or 6, respectively) but it only adds to static values based on the
original, unmodified rating.
This is the Abyssal mirror to the Solar Charm Surging (Ability) Empowerment
(Solar)
Source: Jester7789

Forcing (Ability) Infinite-Flow Compatibility (Abyssal)


Cost: None (1wp or 2wp); Mins: Essence 5, General 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Infinite (Ability) Mastery (Abyssal), (Ability) Essence Flow
(Abyssal)
This Charm temporarily modifies its prerequisite Charms. By spending a point
of willpower a Deathknight can force the compatibility of Infinite (Ability) Mastery
and (Ability) Essence Flow until his next action. This is Ability specific; a single
point of willpower does not cause all instances of these Charms to work together.
At Ability 7, Essence 7, this Charm may be repurchased; by spending two points
of willpower the Abyssal may extend the forced compatibility of these Charms to
(Ability) actions.
This is the Abyssal mirror to the Solar Charm Forcing (Ability) Infinite-Flow
Compatibility (Solar)
Source: Jester7789

(Ability) Excellency Harmonization (Abyssal)


Cost: None; Mins: Essence 3, General 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Any Two (Ability) Excellencies
Deathknight’s display a certain mastery of Essence that betrays their super-
natural nature, often with terrifying results. When learned, this Charm changes the
nature of the corresponding Ability’s Essence Overwhelming, Essence Triumphant
and Essence Resurgent Charms combining them into a single Charm with the usual
limitations on usage and mote expenditure. At Essence 3 the Abyssal may only pur-
chase this Charm for Caste and Favored Abilities but, at Essence 4+, he is no longer
limited to this.
This is the Abyssal mirror to the Solar Charm (Ability) Excellency Harmonization
(Solar)
Source: Jester7789

77
Flawless (Ability) Transcendence (Abyssal)
Cost: None; Mins: Essence 4, General 5; Type: Special
Keywords: Mirror
Duration: Permanent
Prerequisites: Any (Ability) Excellency
Deathknights are truly flawless engines of horrific excellence, this Charm a
homage to that truth. This Charm modifies any natural action that is made involving
its governing ability. When rolling a number of dice, so long as he rolls at least one
die, the Abyssal cannot roll less dice than his rating in that Ability before adding any
beneficial effects from further Charm use. This is calculated after all other modifiers
including Internal Penalties, dice penalties from flurrying, bonuses from a weapon’s
accuracy, etc. If the Abyssal’s dice pool is reduced to 0 then this Charm does not
provide a dice pool where there would normally be none. In the case of static values,
such as DVs or MDVs, if that static value isn’t reduced to 0 he can apply a minimum
rating equal to half his Ability rating, rounded up. Rolls that are not actively opposed,
in the example if combat DVs, but have an associated difficulty, such as climbing a
sheer surface or crafting a blade, then the Abyssal cannot count less successes on
that roll than half his Ability rating, rounded down. The benefits of this Charm are
explicitly not bonuses from Charms and may be stacked with other effects.
A Deathknight may purchase this Charm once at Essence 4 and once again at
Essence 5, both purchases are limited to Caste or Favored Abilities. At Essence
6 they are no longer limited to two purchases but can still only purchase Flawless
(Ability) Transcendence for Caste and Favored Abilities. At Essence 7 the Abyssal is
unbound by any limitations.
This is the Abyssal mirror of the Solar Charm Flawless (Ability) Transcendence
(Solar)
Source: Jester7789

Forbidden (Ability) Endowment


Cost: None; Mins: Essence 2, General 4; Type: Special
Keywords: Avatar (1), Mirror
Duration: Permanent
Prerequisites: Any (Ability) Excellency
The haunting whispers of the sleeping Neverborn reveal the Deathknight certain
knowledge that no mortal could hope to learn. This Charm allows the Abyssal to
learn a total number of specialties for the governing Ability equal to his (b Whispers
+ 3) as well as granting him one free specialty simply from purchasing this Charm.
The Abyssal can still only apply three specialty dice to any one roll at a time.
This is the Abyssal mirror to the Solar Charm Unbound (Ability) Understanding
Source: Jester7789

Dissolution of (Ability)
Cost: (1wp); Mins: Essence 3, General 4; Type: Permanent
Keywords: Mirror (Epic Ability Supremacy), Shaping
Duration: Permanent
Prerequisites: , Any (Ability) Excellency
To struggle against Oblivion is meaningless. Their can be no excellence, no
heroism in defiance of it. Only the inevitability of death. Whenever the Abyssal

78
makes an opposed action with the chosen Ability, he may pay a point of Willpower
to deny his foes any chance at heroism. Any character opposing the Abyssal’s action
does not treat rolled 10’s as two successesthey give only a single success. If the
Abyssal’s action is opposed by a static value, that value is decreased by one for every
ten dice in the pool used to calculate it. Unlike with most calculations, the dice pool
is explicitly rounded down to determine the penalties the value suffers. At Essence
7, the Abyssal no longer needs to pay Willpower to gain this benefit, applying it to
all actions he makes with the chosen Ability.
Source: The Demented One

Entropic (Ability) Affliction


Cost: None (1wp); Mins: Essence 3, General 3; Type: Special
Keywords: Mirror, Reactor, Shaping
Duration: Permanent
Prerequisites: Any (Ability) Excellency
Failure in the presence of a Deathknight, despite one’s best effort, creates a
spiritual feedback that is... unfortunate that nourishes the Abyssal. When a being
is actively engaged in a scene with the Abyssal and stunts an action derived from an
Ability that this Charm comes from the Deathknight may pay one willpower. Doing
so places added stress on any stunter using that ability until the Abyssal’s next action;
a necrotic flow of entropy seeps from the Deathknight to infect their every action. If
the stunter fails the stunted action (or any roll that is part of a flurry of actions) they
suffer traumatically for their failure and the Deathknight’s spite. One die stunts inflict
one die of unsoakable lethal damage, two die stunts inflict one unsoakable health level
of lethal damage, and three or more die stunts inflict either one unsoakable level of
lethal damage (as per a two die stunt) or one die of unsoakable aggravated damage.
The Abyssal must witness this action and the target must be within (Essence +
Whispers x 10) yards. At the end of that action, when stunt rewards would normally
be rewarded, the Abyssal my roll two dice for every health level inflicted and he can
regain either 2m per rolled success or one willpower for two successes; he cannot count
more successes in this way than the amount of dice gained from a spited roll.
At Essences 5, 7 and 9 the distance of this Charm increases by 10 fold.
At Essence 7 this Charm functions constantly without requiring the Deathknight
to spend willpower to activate it; he becomes a font of entropic spite for every Ability
that he has this Charm for.
This is the Abyssal mirror to the Solar Charm Ego-Bolstering (Ability) Artistry
Source: Jester7789

First (Ability) Excellency (Abyssal)


Cost: 1m per die; Mins: Essence 1, General 1; Type: Reflexive (Step 1 for
attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This General CharmThe Three Basic Excellencies Excellency allows the Exalt
to add dice to a roll based on the Ability for which it was purchased.Source Manual
of Exalted Power: Abyssals, p. 121.

79
Source Second Edition Core, p. 183.
Source: Manual of Exalted Power: Abyssals

Second (Ability) Excellency (Abyssal)


Cost: 2m per success; Mins: Essence 1, General 1; Type: Reflexive (Step 1 for
attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This General CharmThe Three Basic Excellencies Excellency allows the Ex-
alt to add successes to the result of a roll based on the Ability for which it was
purchased.Source Manual of Exalted Power: Abyssals, p. 121.
Source Second Edition Core, p. 184.
Source: Manual of Exalted Power: Abyssals

Third (Ability) Excellency (Abyssal)


Cost: 4m; Mins: Essence 1, General 1; Type: Reflexive (Step 4 for attacker,
Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
This General CharmThe Three Basic Excellencies Excellency allows the Exalt
to reroll a dice pool based on the Ability for which it was purchased.
This Charm is incompatible with the Charms:First (Ability) Excellency (Abyssal)
First and Charms:Second (Ability) Excellency (Abyssal) Second Excellencies.
Source Manual of Exalted Power: Abyssals, p. 121.
Source Second Edition Core, p. 185.
Source: Manual of Exalted Power: Abyssals

name PAGENAME
Cost: ; Mins: Essence 5, General 5; Type: Permanent
Keywords: Mirror (Divine Transcendence of (Ability)), Native
Duration: Permanent
Prerequisites: Any (Ability) Excellency
All limitations in existence shrink in the face of Abyssal determination. That
which is impossible becomes merely difficult; that which is indestructible crumbles;
that which cannot be slain lies dead upon the earth. When an Abyssal crashes against
the boundaries of her own power, that limit also falters. All Charms within the Ability
corresponding to this Charm reduce their minimum Ability and Essence ratings by
one when the character attempts to learn them. All subsidiary powers contained
within such Charms (such as the Archery 6+ damage upgrade of Howling Shadows of
the Void) also lower their requisite Ability and Essence ratings by one. For example,
if a character learned Apocalyptic Evolution of Resistance, the Charm Far Beyond
Ruin would drop from minimums of Reistance 6, Essence 6 to Linguistics 5, Essence 5.
Under Apocalyptic Evolution of Melee, all of the repurchase opportunities of Elegant
Bloodletting Art would become available one dot earlier. Apocalyptic Evolution of

80
(Ability) cannot reduce the requirements of any Charm with minimums of (Ability)
10 or Essence 10. Charms retain their original ratings for all other purposes, such as
building Combos. Upon achieving (Ability) 10, Essence 10, this Charm vanishes and
the Abyssal is refunded its cost.
”’Mirror Charm:”’ Divine Transcendence of (Ability). This Charm is identical to
its Abyssal counterpart.
Source Lords of Creation
source Scroll of Errata
Source: Lords of Creation

name PAGENAME
Cost: ; Mins: Essence 5, General 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Charms:(Ability) Essence Flow (Abyssal)
This Charm permanently alters the cost of the Abyssal Excellencies associated
with the Ability this Charm is purchased for. The Charms:First (Ability) Excellency
(Abyssal) First Excellencys cost becomes one mote per two dice added,? while the
Charms:Second (Ability) Excellency (Abyssal) Second Excellencys cost becomes one
mote per success added? and the Charms:Third (Ability) Excellency (Abyssal) Third
Excellencys cost drops to a flat three motes. Fractional values are lost; for example,
an Abyssal with Dexterity 4, Melee 5 who spent five motes on the Charms:First
(Ability) Excellency (Abyssal) First or Charms:Second (Ability) Excellency (Abyssal)
Second Excellency would add nine dice or four successes, respectively. This discount
only applies when the Excellency in question is channeled through the appropriate
Charms:(Ability) Essence Flow (Abyssal) (Ability) Essence Flow. While Supreme
Perfection of (Ability) is incompatible with any other Charm which provides cost
discounts to the Excellencies, such as Charms:Infinite (Ability) Mastery (Abyssal)
Infinite (Ability) Mastery, it is an explicit exception to Charms:(Ability) Essence
Flow (Abyssal) (Ability) Essence Flow’s incompatibility with cost reducing effects.
Source Lords of Creation
2.5erratasource=Scroll of Errataprereq=Any (Ability) Excellencytext=The cost
discount of this Charm applies to all activations
of the Abyssal’s Excellencies for the appropriate Ability.
Source: Lords of Creation

Infinite (Ability) Mastery (Abyssal)


Cost: 2m+, 1wp; Mins: Essence 3, General 4; Type: Simple
Keywords: None
Duration: One scene
Prerequisites: Any (Ability) Excellency
By committing motes, the Exalt may reduce the cost of the first three General
CharmThe Three Basic Excellencies Excellencies, to a minimum of 0.Source Manual
of Exalted Power: Abyssals, p. 121
2.5errata source=Scroll of Erratatext=The discount of this Charm does not apply
to dice purchased over the Abyssals normal dice limit with Charms:(Ability) Essence
Flow (Solar) (Ability) Essence Flow.

81
Source: Manual of Exalted Power: Abyssals

(Ability) Essence Flow (Abyssal)


Cost: -; Mins: Essence 4, General 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Any (Ability) Excellency
This charm allows the exalt to use any Excellency she has previously learned
as an natural ability and not as a charm, making it no longer necessary to add an
Excellency in a combo to boost its power. The rules for using multiple Excellencies
in one action follow the same rules as if used in a combo.
Source Manual of Exalted Power: Abyssals, p. 121
2.5erratasource=Scroll of Erratatrait=Generalmin=4essence=3text=”Replace the
text of the Charm with the following:”
¡p¿Whenever the Deathknight is awarded a stunt for an action made with the
chosen Ability, he may add the numerical rating of that stunt to the maximum number
of bonus dice from Charms that can be added to that action.¡/p¿
Source: Manual of Exalted Power: Abyssals

Shrouded Claw Attack


Cost: 3m; Mins: Essence 2, Hungry Ghost 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Blood-Scenting Hunger
This Charm lowers the target’s DV against an attack. It can also make dema-
terialized beings materialize. See the full text of the Charm for details.Source Manual
of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals

Hungry Ghost Form


Cost: 6m; Mins: Essence 2, Hungry Ghost 4; Type: Simple (Speed 5, DV-1)
Keywords: Form-Type, Obvious
Duration: One Scene
Prerequisites: Leaping Horror Approach, Lunging Phantom Method, Shrouded
Claw Attack
This form makes the practicioner a Creature of Darkness and drives them into
a berserk rage. When in this form, the Deathknight may deal lethal damage with
her unarmed attacks and parry lethal attacks barehanded. This also allows her to
activate some specific Charms that don’t count as Charm use, as well as attack and
harm immaterial beings. Finally, her innate soak increases. See the full text of the
Charm for details.Source Manual of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals

Consuming Entropy Strike


Cost: 3m; Mins: Essence 4, Hungry Ghost 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling, Obvious

82
Duration: One Scene
Prerequisites: Power Reaping Prana, Hungry Ghost Form
This Charm can reduce a foe’s soak. This explicitly does not stack with itself.
See the full text of the Charm for details.Source Manual of Exalted Power: Abyssals,
pp. 189-190.
Source: Manual of Exalted Power: Abyssals

Consuming Entropy Strike


Cost: 3m; Mins: Essence 4, Hungry Ghost 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling, Obvious
Duration: One Scene
Prerequisites: Power Reaping Prana, Hungry Ghost Form
This Charm can reduce a foe’s soak. This explicitly does not stack with itself.
See the full text of the Charm for details.Source Manual of Exalted Power: Abyssals,
pp. 189-190.
Source: Manual of Exalted Power: Abyssals

Unnatural Shambling Deftness


Cost: 3m, 1wp; Mins: Essence 2, Hungry Ghost 4; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Consuming Entropy Strike, Hungry Ghost Form
This Charm is a supernatural flurry of attacks made efficiently. See the full
text of the Charm for details.Source Manual of Exalted Power: Abyssals, p. 189.
Source: Manual of Exalted Power: Abyssals

Unnatural Shambling Deftness


Cost: 3m, 1wp; Mins: Essence 2, Hungry Ghost 4; Type: Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Consuming Entropy Strike, Hungry Ghost Form
This Charm is a supernatural flurry of attacks made efficiently. See the full
text of the Charm for details.Source Manual of Exalted Power: Abyssals, p. 189.
Source: Manual of Exalted Power: Abyssals

Lunging Phantom Method


Cost: 4m; Mins: Essence 2, Hungry Ghost 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Hungry Ghost Form, Blood-Scenting Hunger
This Charm can potentially make an attack unexpected. See the full text of
the Charm for details.Source Manual of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals

83
Lunging Phantom Method
Cost: 4m; Mins: Essence 2, Hungry Ghost 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Hungry Ghost Form, Blood-Scenting Hunger
This Charm can potentially make an attack unexpected. See the full text of
the Charm for details.Source Manual of Exalted Power: Abyssals, p. 187.
Source: Manual of Exalted Power: Abyssals

Soul-Flaying Strike
Cost: 10m, 1wp, 1lhl; Mins: Essence 5, Hungry Ghost 4; Type: Supplemental
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Wound-Absorbing Method, Blood-Freezing Technique, Charm-
Smothering Technique, Scuttling Apparition Defense
This Charm infuses an attack with the power of Oblivion. It could make the
attack unsokable and aggravated and guarentees anyone slain by it returns as a bound
hungry ghost. See the full text of the Charm for details.Source Manual of Exalted
Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals

Soul-Flaying Strike
Cost: 10m, 1wp, 1lhl; Mins: Essence 5, Hungry Ghost 4; Type: Supplemental
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Wound-Absorbing Method, Blood-Freezing Technique, Charm-
Smothering Technique, Scuttling Apparition Defense
This Charm infuses an attack with the power of Oblivion. It could make the
attack unsokable and aggravated and guarentees anyone slain by it returns as a bound
hungry ghost. See the full text of the Charm for details.Source Manual of Exalted
Power: Abyssals, p. 190.
Source: Manual of Exalted Power: Abyssals

Undying Stagnation Defense


Cost: 5m, 1wp; Mins: Essence 1, Integrity 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: One day
Prerequisites:
This Charm shields the Abyssal from Shaping magic.
This Charm is the Abyssal Mirror of the Solar Charm Integrity-Protecting Prana.
Source Manual of Exalted Power: Abyssals, p. 138.
Source: Manual of Exalted Power: Abyssals

Five Hearts Hatred


Cost: 4m, 1wp; Mins: Essence 2, Integrity 3; Type: Simple
Keywords: Combo-OK, Mirror, Stackable

84
Duration: Indefinite
Prerequisites: Eternal Enmity Approach
This Charm elevates one of the Abyssal’s minor hatreds into a reason for existing
all on its own.
This Charm is the Abyssal Mirror of the Solar Charm Unhesitating Dedication.
Source Manual of Exalted Power: Abyssals, p. 139.
Source: Manual of Exalted Power: Abyssals

Heart of Darkness
Cost: 6m; Mins: Essence 1, Integrity 2; Type: Reflexive (Step 2)
Keywords: Avatar (1), Combo-OK, Mirror, Stackable, Social
Duration: One scene
Prerequisites: Any Integrity Excellency
This Charm enhances the deathknight’s mental fortitude through his connection
to the Neverborn’s dreams.
This Charm is the Abyssal Mirror of the Solar Charm Temptation-Resisting Stance.
Source Manual of Exalted Power: Abyssals, p. 139.
Source: Manual of Exalted Power: Abyssals

Lesser Horrors Scorned


Cost: 5m; Mins: Essence 2, Integrity 4; Type: Reflexive (Step 2)
Keywords: Avatar (1), Combo-OK, Mirror, Obvious, Social
Duration: Instant (Story)
Prerequisites: Heart of Darkness
This Charm protects the Abyssal from influence, and in personal interaction
may even harm the character imposing on the Exalt.
This Charm is the Abyssal Mirror of the Solar Charm Elusive Dream Defense.
Source Manual of Exalted Power: Abyssals, p. 140.
Source: Manual of Exalted Power: Abyssals

Freedom in Slavery Understanding


Cost: (1ahl, variable wp); Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: Avatar (3), Obvious, Social
Duration: Instant
Prerequisites: Lesser Horrors Scorned
By sacrificing of herself, the Abyssal may accept the inevitability of Oblivion,
draining her spirit but shattering ongoing magical control inflicted on her.Source
Manual of Exalted Power: Abyssals, p. 140.
Source: Manual of Exalted Power: Abyssals

Faithful Killer’s Reprieve


Cost: ; Mins: Essence 3, Integrity 4; Type: Permanent
Keywords: Avatar (1)
Duration: Instant
Prerequisites: Any Integrity Excellency

85
Instead of regaining Willpower, an Abyssal with this Charm may lessen the
anger her Neverborn masters feel towards her.Source Manual of Exalted Power:
Abyssals, p. 140.
Source: Manual of Exalted Power: Abyssals

Immortal Malevolence Enslavement


Cost: ; Mins: Essence 5, Integrity 5; Type: Permanent
Keywords: Avatar (5), Obvious
Duration: Permanent
Prerequisites: Faithful Killer’s Reprieve, Freedom in Slavery Understanding
Cutting his ties with any Deathlord, an Abyssal that learns this Charm becomes
a personal vassal to the Neverborn. In return she gains some measure of immortality,
as she will dissolve into smoke and reform when nominally killed, emerging from
the tomb of her Neverborn master’s tomb-body. This is draining, however, and too
many deaths leave nothing to be resurrected. When she finally, truly perishes, the
Abyssal automatically passes into Oblivion, her soul never returning to the cycle of
reincarnation.Source Manual of Exalted Power: Abyssals, p. 140.
Source: Manual of Exalted Power: Abyssals

Empowering Villainy Spirit


Cost: ; Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Faithful Killer’s Reprieve
Gnashing, gnawing, unceasing and unstoppable, the wrath of the Neverborn
eat away at the roots of the world. Sometimes, deathknights learn to skim a bit of
power off of the sluicing life of the world as entropy drains it away. This Charm per-
manently enhances the Exalt, allowing him to recover a point of Willpower whenever
he is directly responsible for thwarting the action of another character that was itself
enhanced by a two- or three-die stunt. This effect only applies if the deathknights
foe was defending or supporting one of their own Intimacies or Motivations, or if the
action was dictated by a controlling Virtue or ongoing Limit Break. Such points of
Willpower can not exceed the Abyssals normal maximum.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Yawning Maw of Failure


Cost: ; Mins: Essence 5, Integrity 5; Type: Permanent
Keywords: Avatar (3), Mirror
Duration: Permanent
Prerequisites: Freedom in Slavery Understanding, Faithful Killer’s Reprieve
With their greatest faith invested in their dark masters, the truly unrighteous
deathknight can rely on the Neverborn to consume the power of those that oppose
them. This Charm permanently enhances the Abyssal, protecting him against effects
that manipulate his Charms or spells, motes, mote pools, Willpower and any Virtue
channels except Compassion. The difficulty of any rolls for such effects increases by

86
an amount equal to the Exalts permanent Essence. If an effect would do so without
a roll, that effect fails automatically. In the case of spells, this makes it impossible
to countermagic them only during the Shape Sorcery or Necromancy actions of the
Exalt; once the Cast Sorcery or Necromancy action has been taken, the energy of the
spell has been released and those motes are no longer truly his own, unless they must
remain committed for the spell to continue functioning.
This Charm protects the Abyssal by forming a close bond with the Neverborn.
Any deathknight who knows this Charm can not learn Unconquered Heros Faith, nor
vice versa. If the Exalt has permanent Essence 6 or more, this bond is so close that
those who would suppress his power might briefly touch the Neverborns chill dead
souls. If the suppression fails to affect the deathknight, the attacker suffers a number
of unsoakable aggravated levels of damage equal to (Exalts Essence 5).
This Charm is the Abyssal Mirror of the Solar Charm Inviolable Edicts of the Sun.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

World-Ending Void Apostle


Cost: 0m, 1wp, 2ahl; Mins: Essence 5, Integrity 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: Immortal Malevolence Enslavement
This Charm allows the Solar to spend XP to buy his Essence rating up to
one dot higher than his age would allow. He gains extra motes when this Charm is
activated. See the full text of the Charm for details.
This Charm is a Mirror of the Solar Charm Glory to the Most High
Source Glories of the Most High: The Unconquered Sun, pp. 24-25.
Source: Glories of the Most High: The Unconquered Sun

Void King Ascentsion


Cost: -; Mins: Essence 4, Integrity 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Eternal Enmity Approach
The effects of this Charm vary based on the Abyssal’s caste. Each caste gets
a permanent upgrade to their caste ability. This Charm can only be learned by
Deathknights.
This is a Mirror of the Solar Charm Shedding Infinite Radiance.
Source Glories of the Most High: The Unconquered Sun, pp. 37-38.
Source: Glories of the Most High: The Unconquered Sun

Sun-Devouring Void Prophet


Cost: - ; Mins: Essence 4, Integrity 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites:
This allows the Abyssal’s Anima to protect him from Creation’s rejection. Noth-
ing in the radius can be affected by sunlight unless the effect is magical and Holy.

87
This Charm is a Mirror of the Solar Charm Rising Sun Soul
Source Glories of the Most High: The Unconquered Sun, p. 24.
Source: Glories of the Most High: The Unconquered Sun

The Abyss Also Gazes


Cost: ; Mins: Essence 3, Integrity 3; Type: Permanent
Keywords: Emotion, Mirror (Radiance Illimitable), Obvious
Duration: Instant
Prerequisites:
The horror of the Abyssal Anima is as terrifying as the Void. An Exalt with
this charm can raise their Anima to any level of brilliance at will as a reflexive action,
as well as lower it. They cannot dampen it to a level beneath what it would be due to
peripheral mote expenditure. They respire motes as if meditating while their Anima
is totemic.
Charms:Radiance Illimitable Mirror Charm Link
Source: Kukla

All-Consuming (Virtue) Abyss


Cost: –; Mins: Essence 2, Integrity 4; Type: Permanant
Keywords: Mirror (Heroic Embodiment of (Virtue))
Duration: Permanant
Prerequisites: Any Integrity Excellency
By first internalizing the nature of Virtue the Abyssal surpasses them, realizing
the true power of the Void to consume all things, virtues cease to hold any meaning
for her. Like it’s Solar mirror, this Charm may be purchased once for each Virtue
the Abyssal has ranked at 5. However, unlike its Solar counterpart this Charm allows
the Abyssal to realize the irrelevance of Virtue in the face of the all-consuming Void.
The Abyssal need never fail Virtue checks to act against the Virtue enhanced by
this Charm and any magic which requires the target to roll the Virtue enhanced by
this Charm fails to affect her. Social attacks against her never gain any benefit or
penalty for acting towards or against that Virtue. Conversely, the Abyssal may never
channel the Virtue associated with this Charm under any conditions. See below for
the specific effects of shucking one’s Virtues in this way.
No Deathlord knows this Charm, nor can they learn it. Ghosts are creatures of
passion, bound by their twisted Virtues and cannot choose to give those virtues up
without entering Lethe. Only the living can choose to be heartless. Solars may never
learn this Charm for their primary Virtue under any condition.
Compassion: The Abyssal grasps the meaninglessness of connection compared to
the all-eroding maw of the Void. She can no longer gain or maintain any Intimacies,
positive or negative. All current Intimacies cease to apply and any social attack or
Charm which attempts to create an Intimacy in her fails to have that effect. She
treats all Servitude effects as Impossible Orders. No effect may force her to believe,
for the Void is the only thing worth believing in.
Conviction: The Abyssal realizes the purposelessness of belief in the face of the
constant truth of the void. She may act against her Motivation at her discretion, and
need not spend Willpower to resist social attacks which contradict her Motivation if
she does not desire to. She no longer regains Willpower nor does she gain any benefit

88
from completing her Motivation. Social attacks which attempt to alter or replace
her Motivation have no effect on her and attacks which prey upon or oppose her
Motivation have no additional impact or resistance. Whenever she awakes from any
rest long enough to roll for Willpower recovery she automatically recovers 5 Willpower
channels. This value cannot be increased or decreased with other Charms or effects.
Finally, she treats all Compulsion effects as Impossible Orders. In the face of the
Void, no argument holds meaning.
Temperance: The Abyssal knows that there is no truth beyond the Void and so
mortal definitions of truth and lie no longer matter to her. She may freely choose to
use either Charisma or Manipulation on any social attack, regardless of whether her
words are true or false. She treats all Illusion effects as Impossible Orders. When one
realizes the the truth of the Void, all lesser truths become meaningless.
Valor: The Abyssal recognizes the purposeless nature of rage, anger, fear and
competition before the all-consuming maw of the Void. She automatically resists all
Fear effects and cannot be compelled by Charms or Stunts playing upon her anger.
She finds it no more difficult to walk away from a powerful opponent than to ignore
the taunts and jabs of her enemies. She treats all Emotion effects as Impossible
Orders. Accepting the Void means carving away all hatred and sorrow.
Source Ilushia
Source: Ilushia

Denial of Self Enlightenment


Cost: –; Mins: Essence 4, Integrity 5; Type: Permanant
Keywords: Mirror (Heroic Apotheosis of Will)
Duration: Permanant
Prerequisites: All-Consuming (Virtue) Abyss
Through understanding the all-consuming nature of the Void and her position
as a weapon against all which exists, the Abyssal draws strength from her purpose to
end all things. Other than its prerequisite, this Charm functions exactly as its Solar
counterpart Heroic Apotheosis of Will.Source Ilushia
Source: Ilushia

Unconquered Hero’s Faith


Cost: -; Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Integrity Essence Flow
Blowing on the spark of righteousness left over from the Solar Exaltation that
is the foundation of an Abyssal’s power, a deathknight may learn and channel List of
Solar Charms Solar Charms with minor difficulty.
This Charm guarantees that, when he dies, the Abyssal passes into Lethe instead
of Oblivion. This Charm may explicitly never be learned by anyone who has learned
Immortal Malevolence Enslavement.
This is a Mirror of the Solar Charm Black Mirror Revelation
Source Manual of Exalted Power: Abyssals, pp. 140-141.
Source: Manual of Exalted Power: Abyssals

89
Desolate Soul Crypt
Cost: 3m; Mins: Essence 1, Integrity 1; Type: Reflexive
Keywords: Combo-OK, Mirror (Inviolate Soul Wellspring)
Duration: One scene
Prerequisites: , None
Those who take the Last Breath no longer respire the essence of Creation. Their
souls do not teem with unending fonts of essence, but with the hollow emptiness of
death’s own essence. What can empty emptiness itself? This Charm negates any
effect that would drain motes from the Solar’s essence pools against his will. In
addition, any harmful effect whose damage or other similar effects are calculated
based on the number of motes in the Abyssal’s essence pools treat him as having no
motes, if this is more advantageous to him.
Source: The Demented One

Clothed in Bleak Sameness


Cost: ; Mins: Essence 3, Integrity 3; Type: Permanent
Keywords: Mirror (Heroic Legend Panoply)
Duration: Permanent
Prerequisites: , Undying Stagnation Defense
Those things claimed by Oblivion are blessed with the eternal stasis of death.
This Charm upgrades Undying Stagnation Defense. Its defense is extended to any
inanimate object the Abyssal owns within (Essence) yards of him.
Source: The Demented One

Empty Thrall Brand


Cost: (1wp); Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisites: Undying Stagnation Defense
The Abyssals are owned by the Neverborn, body and soul. Only a fool would
transgress against what is theirs. This Charm upgrades Undying Stagnation De-
fense. Whenever a shaping effect used by a character is negated by the Charm, the
Deathknight may reflexively spend a point of Willpower to turn the shaping back on
its user, redirecting the effect to the character who originally used it. That character
must be a valid target for the shaping effect.
Source: The Demented One

Fallen Glory Dawns Anew


Cost: ; Mins: Essence 5, Integrity 5; Type: Permanent
Keywords: Native
Duration: Permanent
Prerequisites: , Unconquered Hero’s Faith
An Abyssal need not go through any lengthy training or arduous meditation
to learn this Charm. Instead, he must simply stand upon the sunlit soil of Creation,
and look up to skies. Speaking a promise that he will be the hero that the world
needs, he becomes that hero. The last spark of Solar essence buried in his black
exaltation shines bright, spilling out a single mote of golden essence into the darkness

90
of the Abyssal’s soul. No higher power, not even the Unconquered Sun, intervenes
to restore the glory of the Abyssals exaltation. It is not by any other power that the
Abyssal seeks his own redemption. Instead, the Abyssal’s heroism calls out to the
blackened, but undiminished core of his exaltation. It remembers that it once shone
with glory, with the light of virtueand this light shines once more in the heart of the
penitent Abyssal. This is not the end of redemption, but the beginning.
This Charm upgrades Unconquered Hero’s Faith. The Abyssal no longer pays a
surcharge of two motes when activating Solar Charms he has learned through Un-
conquered Hero’s Faith. In addition, he may learn and use Solar Charms with the
Holy keyword, even though he is a creature of darkness. He may also attune to and
use orichalcum artifacts that are Holy in nature. The Abyssal gains a single point of
Resonance in any scene in which he activates a Charm with the Holy keyword or uses
a Holy artifact, as Oblivion seeks to swallow the traitor’s soul. However, this power
is limited in scope. So long as the Deathknight is a creature of darkness only because
of his nature as one of the Abyssal Exalted, he benefits normally. However, if another
effect makes him a creature of darkness, or if the Unconquered Sun personally names
him as an enemy of Creation, then he suffers the normal effects, and cannot use Holy
magic. He can fight against the darkness that stains his exaltation, but he is no more
invulnerable to magic that would further desecrate him than any Solar would be.
Once an Abyssal has learned this Charm, and accepted the path of virtue, they
find that their own Abyssal magics offer less puissance. The Underworld offers no
comforting darkness to them, for they have declared themselves champions of the
day. The madness of the Neverborn offers no enlightenment to one who has renounced
his title as their avatar. The Abyssal must always pay the Willpower surcharge of
Abyssal Charms with the Spectral keyword, even when he is within the Underworld.
In addition, he subtracts the rating of his lowest Virtue from his Whispers when
determining if he meets the minimums of Abyssal Charms with the Avatar keyword.
If this lowers his Whispers rating beneath the minimum needed to use any such Charm
he has, he cannot activate it, and gains no benefits from it if it is permanent.
Source: The Demented One

Black Hole Where the Heart Should Be


Cost: ; Mins: Essence 3, Integrity 3, Whispers 2; Type: Permanent
Keywords: Avatar (2), Mirror (Phoenix Renewal Tactic)
Duration: Permanent
Prerequisites: , Any Integrity Excellency
The Neverborn whisper to themselves in their quiescent torpor, muttering
prophecies and fantasies of Creation’s end. Where the Deathknights walk, these
dreams are made real. Whenever the Abyssal could recover Willpower from a stunt,
he may choose to forgo it, letting his heroic potential sink into the depths of Oblivion.
Doing so allows him to invoke his Whispers background a single additional time that
scene.
Source: The Demented One

Oblivion is My Name
Cost: ; Mins: Essence 2, Integrity 3; Type: Permanent
Keywords: None
Duration: Permanent

91
Prerequisites: Blood Before Surrender
Wherever the Deathknights walk, the Void follows after. By the spilling of their
profane blood may they consecrate Creation to the Neverborn, calling up the dark
forces of the Underworld. The Abyssal may pay one level of lethal damage in place of
spending a point of temporary Willpower when he invokes a Charm with the Spectral
keyword. However, taking this Charm maims the living essence flows of the Abyssal
Exalt, making it impossible for any Charms or magic other than Abyssal Charms or
necromancy to heal levels of damage they have suffered.
Source: The Demented One

Courtesans Like Painted Corpses


Cost: ; Mins: Essence 1, Integrity 3, Whispers 1; Type: Permanent
Keywords: Avatar (1), Mirror (Harlot-Rebuking Chastity)
Duration: Permanent
Prerequisites: , Heart of Darkness
Oblivion knows nothing of beauty. This Charm upgrades Heart of Darkness.
While it is active, the Abyssal may ignore up to his (Whispers) in penalties inflicted
on his MDV’s due to Appearance rating. At Essence 5, he may instead ignore all
such penalties.
Source: The Demented One

Oblivion’s Jowl Postulation


Cost: -; Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: Avatar (3), Mirror (Undaunted Wrath of the Sun)
Duration: Instant (Story)
Prerequisites: Freedom in Slavery Understanding
By suffering new levels of pain, an Abyssal using this Charm can gain strength
of will. ”See the text of the Charm for full details.”
This Charm is the Abyssal Mirror of the Solar Charm Undaunted Wrath of the
Sun.
Source Contagion of Law, p. 9.
Source: Contagion of Law

Final Loyalty Sacrifice


Cost: ; Mins: Essence 3, Integrity 4; Type: Permanent
Keywords: Mirror (Ardent Soul Fortitude)
Duration: Permanent
Prerequisites: , Blood Before Surrender
Like death itself in their inevitability, the Abyssal Exalted cannot be swayed
from their course. This Charm upgrades Blood Before Surrender. The Abyssal may
activate it as an innate power, which does not count as Charm activation. In addition,
if he uses it to resist unnatural mental influence that opposes his Motivation, he may
pay a level of lethal damage to resist the influence completely, as if he had paid the
full Willpower cost to do so.
Source: The Demented One

92
Indefinite Uncertainty Approach
Cost: 3m, 1lhl, 1 Resonance; Mins: Essence 2, Integrity 5; Type: Reflexive
(Step 2)
Keywords: Combo-OK, Avatar(2)
Duration: Instant
Prerequisites: Blood Before Surrender
Abyssals are no strangers to torture. Their experience with the Neverborn has
revealed to them that all things snap when stressed and lies will not be believed.
Thus, opening their minds to the maddening chorus of the whispers, they sacrifice
their sanity to keep others from gaining the truth. Invoking this charm rattles the
Abyssal’s mind causing her to doubt everything she says.While suffering from this
Unnatural Mental Influence she can believe she’s telling half truths at most, and even
that much is questionable at times. In addition she receives a -2 internal penalty to all
rolls relying on her memories or clear thinking (muscle memory remains, but strategy
is clearly gone). If she is able to take an uninterrupted Social Miscellaneous Action
(Speed 5 in long ticks) she may negate all penalties from this charm and reinforce her
mind for one action, allowing her to act in her previously rational state.
While this keeps others from knowing what to believe from her, surrendering one’s
self to the Neverborn is not without consequences and in addition to the problems of
doubting one’s own mind she must pay 1wp in order to regain her sanity.
Source: Scarlet Heavens

The Sun Shall Never Rise


Cost: ; Mins: Essence 6, Integrity 6, Whispers 5; Type: Permanent
Keywords: Avatar, Mirror (Should the Sun Not Rise), Native
Duration: Permanent
Prerequisites: Immortal Malevolence Enslavement
Even the golden radiance of the sun cannot banish the darkness of Oblivion.
In the end, the Daystar will sink into shadows, the Unconquered Sun will falter and
fail, and the Void shall consume all. Characters no longer consider the Abyssal a
creature of darkness for the purposes of any Holy effects they might possess unless
their Essence exceeds the Abyssal’s own. If a Holy effect would impede or disrupt one
of the Abyssal’s own natural Charms, its user must also meet this Essence require-
ment in order for it to do so. Solar Exalted add a +3 bonus to their Essence when
determining if they can affect the Abyssal with their own natural Holy Charms, and
the Unconquered Sun is never impeded by this Charm. If the Unconquered Sun is
dead, then Solars lose this bonus to their Essence until a new Sun is appointed to
enforce the cosmic principle of Holy.
Source: The Demented One

Sunlight Bleeding Away


Cost: ; Mins: Essence 4, Integrity 5; Type: Permanent
Keywords: Dusk, Native, Overdrive
Duration: Permanent
Prerequisites:
With each sunset the Abyssal is renewed, catalyzed by the symbolic dying of
the Unconquered Sun. This Charm grants an Overdrive pool with a capacity of ten
motes. Initially empty, it gains five motes whenever the sun sets while the Abyssal

93
is in the engagement range of one or more enemy, regardless of whether he is rolled
into battle. This power is conferred by more than just the actual dying of the light;
each time a non-extra opponent incurs a larger wound penalty as a direct result of the
deathknights actions, the Abyssal gains a number of offensive motes equal to twice
the wound penaltys value. For example, a character being driven down to a -4 wound
penalty would grant eight offensive motes.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-33-the-dawn-solution-part-ii.aspx Ink Monkeys, Vol 33
Source: Ink Monkeys

Soulsteel Reaper Spirit


Cost: ; Mins: Essence 2, Integrity 1; Type: Permanent
Keywords: Dusk
Duration: Permanent
Prerequisites:
Wielding the power of soulsteel, a Abyssal deathknight may draw Essence from
his victims. This Charm enhances that proclivity. If the Exalt has an Overdrive
pool, he may select to divert soulsteel-drained motes to his Overdrive pool. If the
deathknight selects to place all the motes reaped from a single attack into his Over-
drive pool, he gains an additional offensive mote.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-33-the-dawn-solution-part-ii.aspx Ink Monkeys, Vol 33
Source: Ink Monkeys

Bright Days Painted Black


Cost: ; Mins: Essence 3, Integrity 5; Type: Permanent
Keywords: Dusk, Native, Overdrive
Duration: Permanent
Prerequisites:
When the Dragon-Blooded stormed the Calibration Banquet, unleashing blood
and burning hell upon the stunned Solar Lawgivers, the Sidereal Sidereals thought
they were saving Creation. But they may have created their worst enemy. The beast
of the Usurpation stalks Creation, twisted by the murder that was done to him. All
his memories of those halcyon days have been rent by the savage claws of a rough
beast, transforming him into a living nightmare of Creations past. This Charm grants
Abyssal the character an Overdrive pool with a capacity of fifteen motes. Initially
empty, it may be filled under the following circumstances:
If the Abyssal encounters the reincarnation of a Sidereal who participated in the
Usurpation
If the Abyssal encounters a Sidereal who participated in the Usurpation
If the Abyssal encounters a Lunar who survived the Usurpation
If the Abyssal encounters his Lunar mate
If the Abyssal encounters a Solar or Infernal who was a member of his circle in a
past life
if any of these chance meetings should occur, roll the Abyssals Willpower, regard-
less of whether the Exalt is aware of his past relationships to any of these characters.
For every success on this roll, the Abyssal gains two offensive motes. For a gain of

94
four motes or less, the Abyssal feels a welling up of terrible forces urging him to kill
the character that has triggered his Overdrive. This may be accompanied by flashes
of his death at the Usurpation braced by images of happier times, bloodstained and
darkened by contrast.
This compulsion is not strong enough to force the deathknights hand. However, if
he gains six or more motes from this roll, the Abyssals player must immediately roll
Join Battle, as the Abyssal goes into a frenzy of relentless attack against the character
that triggered his Overdrive. He may not retreat, nor may he resist attacking the
target character. Once he has accepted six or more offensive motes from this Charm,
either the deathknight or his victims fate is sealed. The Abyssal gains one offensive
mote per action under the effects of this Overdrive, and will not cease attacking until
his target is dead or has fled the scene beyond his ability to follow. If the target
escapes the Abyssal, the deathknights murderous trance terminates at the end of the
scene.
The roll for this Charm occurs the first time in any scene where the Exalt en-
counters a valid target. It may not be rolled more than once per scene. It will,
however, trigger each and every time the Abyssal encounters the same valid target
across multiple scenes.
The only way for the Abyssal to resist this Charm is to pay two Willpower before
rolling. Doing so prevents the player from making the Willpower roll against a single
trigger character for one week. However, if that character is present when the Abyssals
player rolls Join Battle for any reason, the Abyssals player must also make the roll for
this Overdrive, and if he accrues eight or more motes, the beast of the Usurpation is
reborn, and the onslaught begins. During this time, the Abyssal may attack any other
character but the one he wishes to spare, until all other opponents are incapacitated.
For lack of any other targets, the Abyssal will invariably turn his attack upon the
target of his Overdrive.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-33-the-dawn-solution-part-ii.aspx Ink Monkeys, Vol 33
Source: Ink Monkeys

The Horror Internalized


Cost: ; Mins: Essence 5, Integrity 5; Type: Permanent
Keywords: Avatar (5)
Duration: Permanent
Prerequisites: Five Hearts Hatred, Blood Before Surrender
Upon purchasing this Charm, the Abyssal must travel to the Underworld, or a
similar realm of death, and surround himself with items significant to him or suffused
with his Essence (the bodies of those struck down by his Resonance are of particular
merit). Placing them in an unbroken circle around himself, he settles down and
meditates on the nature of death, just as though he were attempting to raise his
Essence rating. In this case, however, his thoughts take an even darker turn, travelling
down paths of musty hatred, investigating the ultimate, twisting blackness at the
heart of the world. The Neverborn shift uneasily in their torturous slumber, as their
access to the deathknights hindbrain is cut off, while the edges of Oblivion flicker
for a moment, as though a chunk has been taken out of the nothingness. If his
monstrance still exists (and was not spawned directly from his own body, as with
Immortal Malevolence Enslavement) it shatters into a burst of white-hot soulsteel

95
shrapnel. Delving deeper into his own soul than any sane being would want to, the
Abyssal follows the branching fingers of his Whispers down to their Resonance root,
and gives the whole thing a sharp tug, pulling it from its connections to the outside
world.
With a hateful scream, his Resonance shudders, wracked with the pains of un-
birth as it twists into a mirror darkly of the Abyssal; an internalized horrorself that
embodies all that Oblivion wants him to be. Those Abyssals with low Appearance
generally face a horrorself with perfect alabaster skin and inhuman poise, while those
with high Appearance find their horrorself a rotting monstrosity, their own features
barely recognisable. Others are confronted by a spectral colour-negative of them-
selves, while still others might find their horrorself taking on a far more alien form,
a twisted soulsteel mansion or lumbering, needle-legged nightmare. Whatever its
shape, the horrorself glares at the Abyssal before retreating back into the shadows of
his soul, waiting to further the cause of Oblivion.
The Abyssal benefits from the Whispers background as normal, though his insights
no longer stem from the musty castlebodies of the Neverborn, but from the twisted
mirror of his horrorself, which emerges from the darkness of his dreams to taunt its
host, and offer a full understanding of how little he knows. Perhaps its knowledge
is mainlined from Oblivion, reinterpreted through its own hateful lips, or perhaps it
draws fully on the Abyssals half-glimpsed past lives, clawing through the experience
of great heroes like a knife-fingered molester.
The Abyssal acquires Resonance for Sins of Life as normal, though he ignores
Sins of Death, as his internalized whispers regard the other servants of Oblivion with
condescending disgust. Its own existence is terrible enough to plunge Creation into
darkness and depraved endings; there is little need for jumped-up ghosts or aborted
Exalts.
The Abyssal may no longer remove Resonance through prayers to the Neverborn.
He may, however, attempt to appease his horrorself through acts of Creation-sullying
depravity. Whenever the Abyssal kills or destroys the subject of one of his positive
intimacies, he removes one point of Resonance, as his horrorself gurgles in approval
from the shadows of his soul. He also removes a point of Resonance when killing or
destroying the subject of a negative intimacy, but this requires that he be unneces-
sarily brutal or cruel in his destruction, tormenting his foe many times longer than
normal, or upending a city such that no brick lies atop another. He may also remove
a single point of Resonance whenever he makes the dark glory of Oblivion horribly
apparent to a Magnitude of people no smaller than his (Essence) in a single scene;
the horrorself is nothing if not prideful.
The Abyssal may no longer vent Resonance normally. The only analogy he has is
to enter the Underworld (or another realm of death) and, at the dead of night, forcibly
engage his horrorself (whether this is through a vicious inner battle, desperate pleas,
offering chunks of the self in exchange for considerations, or a twisted parody of
seduction is up to the Abyssals player). This dramatic action lasts twenty-five hours,
during which the Abyssals anima flares to the totemic level, and his own form twists
and contorts horribly, his inhuman shrieks echoing across the Underworld. At the end
of this dramatic action, the Abyssal suffers as many levels of unsoakable aggravated
damage as he desires, rolling that many dice and removing Resonance points equal
to his successes. For the next few days, any creatures with a Whispers rating who
sleep within (Essence) miles of the place he vented Resonance at have their (already

96
disturbing) dreams invaded by the horrorselfs presence, taunted and violated by the
Abyssals own Whispers. If the creature in question has Whispers 3+ they can sense
the struggle that occurred here even while awake, and will likely be assaulted by
disturbing hallucinations and hostile voices the closer they get to the actual spot.
The Abyssal no longer suffers Resonance eruptions. Instead, as his Resonance
accumulates, his horrorself grows in power and indignancy at the useless host it
is forced to share its form with. Eventually it loses patience or senses the perfect
moment, and seizes the opportunity to punish the Abyssal. Whenever the Abyssal
has even one point of Resonance, the Storyteller may remove one point of Resonance
in order to force a botch on whatever roll he is making.
This botch can manifest in any form. Perhaps the horrorself botches a social
roll by projecting its own nightmarish vision onto the inside of the Abyssals eyeballs,
twisting the face of the fair courtier he is talking into that of a maimed corpse garbling
through half a bloodied jaw, or botches an attack by making it seem as though the
enemy has split into two crudely stitched-together twins. Perhaps it is far more direct,
seizing momentary, spasming control of the Abyssals arms or forcing his voice into an
ululating gargle.
The Storyteller may even botch a Move (or Dash, or Jump) action, as the horrorself
sinks greasily into the Abyssals legs, turning his knees to brittle ice or rotten jelly
and making him unable to move except in the slightest of ways until his DV refreshes.
The horrorself could potentially force a botch upon a Dodge or Parry in Step 1 of
an attack, rendering that DV (or MDV) inapplicable, although it is unlikely to do so
unless the Abyssal has somehow threatened or offended it to the point of suicide, or
if the attack would not be enough to actually kill the Abyssal.
The Storyteller may force as many botches in a single tick as the Abyssal has
Resonance points to remove. However, at the end of any scene in which a botch has
been forced in this way, the Abyssal loses all his remaining Resonance points, as his
horrorself retreats back into the murk of his soul, to smirk and mutter at the lesson
it has taught its hapless avatar. Therefore, one botch in a scene tends to lead to
another, as the horrorself reaches out and exerts as much control as it can before the
stench of Creation becomes too much to bear.
These botches will generally not be spent on minor inconveniences like missing one
attack in a flurry against a Dragonblood rather, the horrorself tends to wait until
the Abyssals reputation or loved ones are on the line, before tainting his existence
with the knowledge that he is nothing but Oblivions puppet. The only action that
the horrorself may never (or, at least, will never) force a botch on is a Defend Other
action that is directed to defend the Abyssals Lunar mate.
Should the Abyssal ever die, his Exaltation retains the horrorself. This effectively
grants the next incarnation of the Abyssal this Charm for free, ignoring minimum
Essence and Ability ratings, though it also forces the new deathknight to begin their
Exalted unlife with Whispers 5. The horrorself becomes an amorphous darkling
until it has a new host to imprint a form off of, and is in fact the one (in place of
the Neverborn or Deathlords) who makes the offer to Exalt to the dying mortal in
question. The horrorself retains all knowledge of the past lives it has accompanied
(though getting straight answers out of it is like pulling teeth from a shark), and will
often seek out prospective Abyssals based on factors such as their relation to a past
host (they must still qualify for the Exaltation, however).
Source: Revlid

97
The Horror Chained
Cost: 6m, 6wp, 6ahl; Mins: Essence 6, Integrity 6; Type: Simple (Dramatic
Action)
Keywords: Avatar (5), Obvious
Duration: Thirteen Hours
Prerequisites: The Horror Internalized
Control is important. It separates man from beast, doctor from patient, guard
from prisoner. For one who shuns redemption, yet seeks sovereignty over his dark pow-
ers, control is everything. Learning this Charm requires that the Abyssal have at least
two Virtues with a rating of 5+. Its prerequisites cannot be lowered by purchasing
other Charms. To activate this Charm, the deathknight must enter a place opposed
to Abyssal Essence (such as a Solar manse, a temple consecrated by an Immaculate
monk, or the deck of the Daystar), and inflict upon himself (through mutilation or
spontaneous stigmata) at least six aggravated health levels of damage. Upon doing
so, he falls into deep meditation for the next thirteen hours, a whisperdream that
none may enter, view or manipulate through any magic.
Within his dream, the Abyssal finds himself in a nightmarish deathscape, a twisted
mirror of the world that mocks his current, holy surroundings, combining them with
the worst horrors he has encountered; the most pointlessly bloody battlefields, the
most hopelessly overcrowded hospitals, the most twisted torture chambers, the most
mindbending cults and ghosts. Throughout this meditation he is assaulted by the
inhabitants of this realm, some mindless hekatonkhires generated by his horrorself,
others half-formed replicas of beings from the world outside, semi-aware of the terrible
pointless agonies of their existence. If the Abyssal has consumed any spirits (or
otherwise placed foreign objects into his soul) he is likely to find their twisted remains
here, independent of the horrorselfs control.
The goal of this phantasmal journey is to find the physical manifestation of the
Abyssals horrorself and defeat them. What form this defeat takes is entirely up to
the Storyteller; the horrorself might require a standard duel, a game of chess using
the twitching bodies of the Abyssals friends as enemy pieces, or a cannibalistic eating
contest, anything in line with the monstrous aesthetics of the deathscape.
If the Abyssal does manage to defeat the horrorself, he awakens at the end of the
thirteen hours, exhausted, but with a skull full of silence. He loses all remaining
points of Resonance, and no longer acquires any more; he is effectively free from
the Great Curse. His horrorself still appears during his dreams, but it is chained
with soulsteel formed from the Abyssals’s Virtues, and is reticent except to try to
persuade him to use its power or simply release it. The Abyssal can no longer regain
Willpower through sleeping, or deliberately channel his Virtues (Virtue channels can
still be spent as part of the cost of Charms, however). Although he no longer suffers
or benefits from any of the effects of Whispers, he still counts as possessing his full
rating in that background for the purposes of Charms.
At any point, the Abyssal may reflexively spend a single point of temporary
Willpower, channelling the might of his horrorself once more. Until his DV refreshes,
he adds his rating in the Whispers background to his rating in every one of his At-
tributes and Abilities (this may take them over their normal maximums, and does not
count as dice added by Charms) as his form swells and twists, the sound of shattering
chains echoing through the metaverse. Doing so returns him to his constant inner
conflict at the end of that action, as his horrorself snarls with something approaching
delight at its newfound freedom. He gains Resonance and suffers through his hor-

98
rorselfs taunts just as before, and may regain Willpower by sleeping and channel his
Virtues as normal. He may reactivate this Charm, just as before, to try to regain con-
trol over his beast of Oblivion, re-entering his deathscape to face refreshed nightmare
hordes and an ever-more determined horrorself.
If the Abyssal fails to defeat the horrorself before the thirteen hours is up, or is
killed by one of the creatures of the deathscape, he simply awakens in agony, knowing
that he has failed... but not as badly as he could have done. If he is defeated by his
horrorself, the creature laughs as darkness overtakes its host. When he awakens, he
views the world as an outsider to his own body, unable to do anything but watch as
the horrorself moves his form like a puppet. This is effectively a limit break, during
which the Storyteller has complete control over the Abyssals actions, hopefully with
horrific consequences. It lasts six full days and nights, or until the horrorself channels
Whispers (with the same effects as the Abyssal), at which point the Abyssal returns
to control, gasping as though having narrowly avoided drowning, and hopefully ready
to deal with the aftermath of his rampage.
If the Abyssal knows Immortal Malevolence Enslavement (or a similar effect allow-
ing him to return from death) and dies in a place that would be appropriate to use
this Charm in, he may apply the effects of this Charm during his time spent regener-
ating within his monstrance, travelling to the deathscape on the way to death itself.
Used in this manner, the time limit on the Charm is removed, as the Abyssal can
stay within his half-dead state for as long as he desires, fully healing and emerging
only when ready.
There is one exception to the rule allowing no-one to enter, view, or otherwise
manipulate the Abyssals dreaming state; his Lunar mate, who is able to communicate
with him or even join him within the deathscape itself through the use of dream-travel
Charms.
Source: Revlid

Dark Fervor of (Virtue)


Cost: ; Mins: Essence 2, Integrity 4; Type: Permanent
Keywords: Mirror (Epic Zeal of Virtue)
Duration: Permanent
Prerequisites: Any Integrity Excellency
This Charm functions identically to its Charms:Epic Zeal of (Virtue) Mirror,
except for the manner in which it alters Compassion; deathknights are servants to
Oblivion, not yet free to carve their own greater good into the face of the world. In
addition, if this Charm is bought for the Abyssal’s Flawed Virtue, that Virtue is no
longer considered Flawed.
”’Compassion”’: The Abyssal fails to see the Compassion in encouraging others to
continue their agonising, pointless lives. Far more compassionate to send them to the
peace of Oblivion, where none of the pains of existence need plague them. The Abyssal
can now channel Compassion on actions that would kill another living being. This
does not enhance actions that emphasize pain or inconvenience over actual cessation
of existence; the enhanced action must have killing the target as its goal. This can
also enhance any attempt to send anything from Creation into a shadowland or the
Underworld, or from anywhere into Oblivion. However, she must spend Willpower to
take actions that would preserve or prolong life in any way, even those actions that
demonstrate immediate Compassion.

99
Source: Revlid

Dark Visionary Defense


Cost: 1m; Mins: Essence 2, Integrity 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Staring at the Sun), Social
Duration: Instant
Prerequisites:
Filling her heart and mind with the glories of death, the Abyssal becomes briefly
inured to the beauty of the world around her. The red lips of a paramour, the divine
authority of a shining Exalthow could such trifles compare to the black majesty of the
grave and what lies beyond? Activating this Charm in response to a social attack, the
Abyssal becomes immune to any penalties that might be imposed by the attackers
Appearance rating. At Essence 3+ this Charms duration becomes one action.
This Charm is mirrored by the Solar Charm Charms:Staring at the Sun Staring
at the Sun.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Dark Will Triumphant


Cost: 5m, 1wp; Mins: Essence 3, Integrity 4; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Integrity Excellency
This Charm allows the character to substitute Dodge MDV for Dodge DV. See
the text of the Charm for full details.
The Solar Mirror of this Abyssal Charm is known as Invincible Ego Shield.
Source Thousand Correct Actions of the Upright Soldier, pp. 78-79.
Source: Thousand Correct Actions of the Upright Soldier

Eternal Enmity Approach


Cost: ; Mins: Essence 1, Integrity 3; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites:
With this Charm an Abyssal dedicates himself to hatred for an idea or group,
becoming unshakable in his antipathy.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Righteous Lion
Defense (Solar) Righteous Lion Defense.
Source Manual of Exalted Power: Abyssals, p. 139.
Source: Manual of Exalted Power: Abyssals

Blood Before Surrender


Cost: 1lhl per 1wp; Mins: Essence 2, Integrity 4; Type: Reflexive
Keywords: Mirror, Social
Duration: Instant
Prerequisites: Any Integrity Excellency

100
This Charm allows an Abyssal to sacrifice his life force to throw off Mental
Influence influence.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Maintaining Maneu-
ver.
Source Manual of Exalted Power: Abyssals, p. 139.
Source: Manual of Exalted Power: Abyssals

Devonian Absorption (Lunar)


Cost: -; Mins: Essence 5, Intelligence 5, Lore 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Devonian School of sorcery.* The character may attune to
artifacts much quicker.
* The character is capable of greater depths of research and analysis on supernat-
ural effects.
* The character is less likely to be interrupted when casting spells.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Salinan Absorption (Lunar)


Cost: -; Mins: Essence 5, Intelligence 5, Awareness 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Salinan School of sorcery.* The character may use s Emerald
Countermagic against unnatural mental influence in some circumstances.
* The character may pull information from the Salinan Working, making their
Lore rolls more effective.
* The character gains more mileage out of their Arcane Link arcane links.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Lunar)


Cost: -; Mins: Essence 5, Intelligence 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.

101
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Terrestrial Circle Sorcery


Cost: -; Mins: Essence 3, Intelligence 3; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Lunar Exalted Lunar to perform Terrestrial Circle Sorcery
actions (see p. 252 of the Second Edition Core), and to cast Terrestrial Circle Spells.
Source Manual of Exalted Power: Lunars, p. 190.
Source: Manual of Exalted Power: Lunars

Terrestrial Circle Sorcery


Cost: 1wp; Mins: Essence 3, Intelligence 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Lunar to cast Terrestrial Circle Sorcery spells. See the
full text of the Charm for details.Source Exalted: The Lunars, p. 192.
Source: Exalted: The Lunars

Celestial Circle Sorcery


Cost: -; Mins: Essence 4, Intelligence 4; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Lunar Exalted Lunar to perform Celestial Circle Sor-
cery actions (see p. 252 of the Second Edition Core), and to cast Celestial Circle
Spells.Source Manual of Exalted Power: Lunars, p. 190.
Source: Manual of Exalted Power: Lunars

Celestial Circle Sorcery


Cost: 2wp; Mins: Essence 4, Intelligence 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery
This Charm allows the Lunar to cast Celestial Circle Sorcery spells. See the
full text of the Charm for Details.Source Exalted: The Lunars, p. 193.
Source: Exalted: The Lunars

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Intelligence 3; Type: Permanent

102
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Lunar to perform Shadowlands Circle Necromancy actions
(see p. 6 of the The White and Black Treatise The Black Treatise), and to cast
Shadowlands Circle Spells.Source The White and Black Treatise The Black Treatise,
pp. 6 and 16
Source: The White and Black Treatises

Shadowlands Circle Necromancy


Cost: 1wp; Mins: Essence 3, Intelligence 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Lunar to cast Shadowlands Circle Necromancy spells.
See the full text of the Charm for Details.Source Exalted: The Abyssals, pp. 197 and
224
Source: Exalted: The Abyssals

Crime-Unveiling Wickedness
Cost: 5m; Mins: Essence 2, Investigation 3; Type: Simple
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Any Investigation Excellency
This Charm allows an Abyssal to quickly assess the evidence left at a scene.
Evidence left over from harmful scenes is easier to understand than other kinds of
evidence.
This Charm is the Abyssal Mirror of the Solar Charm Crafty Observation Method.
Source Manual of Exalted Power: Abyssals, p. 153.
Source: Manual of Exalted Power: Abyssals

Soul-Invading Glance
Cost: 5m; Mins: Essence 2, Investigation 4; Type: Simple (Speed 5 in long
ticks)
Keywords: Combo-OK, Illusion, Social, Spectral
Duration: Instant
Prerequisites: Deception-Piercing Stare
An Abyssal can use this Charm to intrude on a person’s thoughts, determining
what they care for most of all. This is uncomfortable and noticeable to the target,
but the Charm erases the target’s memory of the event shortly after.Source Manual
of Exalted Power: Abyssals, p. 153-154.
Source: Manual of Exalted Power: Abyssals

Spider in Society’s Web


Cost: 3m; Mins: Essence 1, Investigation 3; Type: Simple
Keywords: Combo-OK, Mirror

103
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to assess the resources a foe might bring to bear.
This Charm is the Abyssal Mirror of the Solar Charm Courtier’s Eye Technique.
Source Manual of Exalted Power: Abyssals, p. 154.
Source: Manual of Exalted Power: Abyssals

Corpse-Questioning Technique
Cost: 6m, 1wp; Mins: Essence 3, Investigation 5; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisites: Soul-Invading Glance, Crime-Unveiling Wickedness
This Charm allows a deathknight to animate and question a dead body. Rot
is a factor, reducing the viability of older corpses as sources of information.Source
Manual of Exalted Power: Abyssals, p. 154.
Source: Manual of Exalted Power: Abyssals

Heart-Rending Cruelty Technique


Cost: 5m, 1wp; Mins: Essence 3, Investigation 4; Type: Simple (Speed 6 in long
ticks)
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisites: Any Investigation Excellency
This Charm is a promise to emotionally traumatize a target, fulfillment of
which causes terrible mental anguish. Sufficient malevolence can break a character’s
will, even to the point that mortals will follow any command at all, even suicidal
directives. Luckily, Celestial Exalted are not so easily brought low.Source Manual of
Exalted Power: Abyssals, p. 155.
Source: Manual of Exalted Power: Abyssals

Fate-of-all-Heroes Intuition
Cost: (+1wp); Mins: Essence 3, Investigation 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Soul-Invading Glance
With malevolent purpose the deathknight worms her way through the mind and
soul of a potential victim, uncovering their greatest weakness. This Charm perma-
nently enhances the Abyssal, allowing her to increase the cost of Soul-Invading Glance
by one Willpower to change its effect. Instead of uncovering the Motivation and In-
timacies of a target, the Charm reveals the Flaws of Invulnerability (or equivalent)
that any of their perfect defenses suffer from. This does not reveal which Charms
suffer which Flaws, only which Flaws the character may be subject to if they choose
to use a perfect defense.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

104
Unholy Unwitting Pact
Cost: 5m, 1wp; Mins: Essence 2, Investigation 4; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Mirror, Servitude
Duration: Instant
Prerequisites: Deception-Piercing Stare, Spider in Society’s Web
This Charm can inform the deathknight of the utmost desire of a target. Ful-
filling that desire ties the target to the Abyssal and his Neverborn masters, forcing
them to serve the dark Exalt.
This Charm is the Abyssal Mirror of the Solar Charm Know the Soul’s Price.
Source Manual of Exalted Power: Abyssals, p. 154.
Source: Manual of Exalted Power: Abyssals

Questions Cut Like Razors


Cost: 3m; Mins: Essence 1, Investigation 2; Type: Reflexive
Keywords: Combo-OK, Mirror (Suspect-Questioning Method), Social
Duration: One scene
Prerequisites: , Any Investigation Excellency
The inquisitives of the Daybreak Caste can abide no truths other than their
own. While this Charm is active, the Deathknight calculates the base dice pool for
his Parry MDV as (Charisma or Manipulation + Investigation x 2), before dividing
it in half.
Source: The Demented One

The Neverborn Know


Cost: 1m; Mins: Essence 3, Investigation 3, Whispers 2; Type: Reflexive
Keywords: Avatar (2), Mirror (Puzzle-Solving Glance)
Duration: Instant
Prerequisites: , Crime-Unveiling Wickedness
The black dreams that trouble the still tombs of the Neverborn reveal that
which the living would keep secret. This Charm allows the Abyssal to seek answers
from the dead titans themselves, allowing them to pose any question about an act
of violence or deliberate harm. They roll (Whispers + Investigation) to pry out the
secrets the seek from the crypt-minds of the Neverborn, rolling at a difficulty that
ranges from 1 to 5, based on how long ago the act occurreddifficulty 1 for a crime
committed days ago, difficulty 5 for a crime committed years ago, or more. If another
Charm contests these effects, add the character’s Essence in automatic successes to
the (Perception + Investigation) roll to oppose the other Charm.
Source: The Demented One

Following the Chain’s Links


Cost: (+1wp); Mins: Essence 2, Investigation 5; Type: Permanent
Keywords: Mirror (Hidden Cabal Uncovering Method)
Duration: Permanent
Prerequisites: , Spider in Society’s Web
The Abyssal Exalted understand the ties between liege and servant well. This
Charm upgrades Spider in Society’s Web, allowing the Deathknight to spend a point of
temporary Willpower when activating it to discern their subject’s allies and associates.

105
If the Abyssal succeeds on his activation roll, he learns names and identities of the
subject’s most allies, contacts, or employers, up to a maximum of (Essence) for every
threshold success, although this cannot reveal any information the subject does not
know. If any character whose identity would be revealed has deliberately attempted to
conceal such information with Charms and has an Essence greater than the Abyssal’s,
this Charm reveals nothing about them.
Source: The Demented One

Cryptic Guilt Intuition


Cost: 5m; Mins: Essence 2, Investigation 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Secret Heart Intuition), Social
Duration: Instant
Prerequisites: , Spider in Society’s Web
Cremation ashes and unburied bones speak of death. All other evidence is irrel-
evant. This Charm supplements a roll to read a character’s motivation. The Abyssal
doubles the threshold successes he receives on the roll for determining what informa-
tion he deduces. In addition, the Deathknight may read a character’s motivation even
if that character is not personally present, so long as the Abyssal has some material
evidence or information that could reasonably be used to perform such an assessment.
Doing so can only reveal information about a character’s personality or motives at
the time the evidence was created or left behind; this Charm is magically effective
deduction, not mind-reading.
Source: The Demented One

Disheartened Victim Acquisition


Cost: -(+1wp); Mins: Essence 2, Investigation 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unholy Unwitting Pact
While Abyssals are occasionally in a place to give mortals what they desire
in order to buy them, it’s often preferable to simply break their mark and convince
the empty husk that’s left to do the job at no cost. The Abyssal may spend an
additional willpower when invoking this Charm’s prerequisite and upon a successful
roll she learns a secret fear of her target. This fear is related to an intimacy of his she
already knows (she chooses which intimacy if she knows multiple). This could be an
Immaculate who fears the Anathema he’s slain weren’t truly monsters, or a mortal
who fears her Solar lover truly is the monster the Immaculates speak of, or any other
fear that could break the target’s spirit. If shown proof his fear is true, the target’s
intimacy is instantly shattered and lost; he is considered ”bought” and becomes loyal.
Source: Scarlet Heavens

Rapture of the Murder-Prophet


Cost: 5m; Mins: Essence 3, Investigation 3, Whispers 1; Type: Simple
Keywords: Avatar
Duration: Indefinite
Prerequisites: Spider in Society’s Web
Upon using this Charm, the Abyssal may state a goal he wishes to complete

106
or achieve. He is given a wide range in defining his goal, and it may be equivalent
to any valid Motivation (although it need not be an inherently destructive purpose).
So long as this Charm remains active, the maddened murmuring of the Neverborn
infallibly informs the Abyssal whether it would further his goals to kill any of the
characters he can currently perceive. The voices in his head do not tell him how the
deaths of those around him would aid his cause, only that he can further his goal
through killing them. If the Abyssal must commit the murder in a specific way in
order for it to advance his cause, the Neverborn tell him what he must do, though
they do not explain why. If the Abyssal ends this Charm without having killed any of
the characters the Neverborn have marked out for him, then he gains a single point
of Resonance. If another Charm contests this effect, Blood Money Acquisition adds
the Abyssals (Whispers) in automatic successes to the opposed roll to maintain the
effects of this Charm.
Source: The Demented One

Deception-Piercing Stare
Cost: 3m; Mins: Essence 1, Investigation 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Investigation Excellency
With this Charm the deathknight’s gaze uncovers the guilt of those who lie.
This Charm is the Abyssal Mirror of the Solar Charm Judge’s Ear Technique.
Source Manual of Exalted Power: Abyssals, p. 153.
Source: Manual of Exalted Power: Abyssals

Deception-Piercing Stare
Cost: 3m; Mins: Essence 1, Investigation 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Investigation Excellency
With this Charm the deathknight’s gaze uncovers the guilt of those who lie.
This Charm is the Abyssal Mirror of the Solar Charm Judge’s Ear Technique.
Source Manual of Exalted Power: Abyssals, p. 153.
Source: Manual of Exalted Power: Abyssals

Deception-Piercing Stare
Cost: 6m; Mins: Essence 1, Investigation 2; Type: Reflexive
Keywords:
Duration: One Scene
Prerequisites: Excellent Inquisitor Attitude
This Charm allows a deathknight to perceive deliberate lies. See the full text
of the Charm for details.
Source Exalted: The Abyssals, p. 189
Source: Exalted: The Abyssals

107
Unsurpassed Interrogation Method
Cost: 5m, 1wp; Mins: Essence 2, Investigation 4; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Deception-Piercing Stare
This Charm inflicts terrible pain on anyone who disrespectfully answers a
deathknights interrogation with lies or silence. See the full text of the Charm for
details.
Source Exalted: The Abyssals, p. 189
Source: Exalted: The Abyssals

Incomparable Agony Technique


Cost: 6m; Mins: Essence 3, Investigation 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Unsurpassed Interrogation Method
This Charm allows an Abyssal to torture a victim by will alone. See the full
text of the Charm for details.
Source Exalted: The Abyssals, p. 190
Source: Exalted: The Abyssals

Cunning Scrutiny Style


Cost: 5m; Mins: Essence 1, Investigation 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Excellent Inquisitor Attitude
This Charm allows the deathknight to examine evidence and determine what
caused it. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 190
Source: Exalted: The Abyssals

Corpse Questioning Technique


Cost: 6m, 1wp; Mins: Essence 3, Investigation 5; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Unsurpassed Interrogation Method, Cunning Scrutiny Style
This Charm allows a deathknight to interrogate a corpse to learn what it knows.
See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 190
Source: Exalted: The Abyssals

Lingering Echo Meditation


Cost: 10m, 1wp; Mins: Essence 3, Investigation 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Corpse Questioning Technique

108
This Charm allows a deathknight to see important or emotionally charged
events from the past. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 190
Source: Exalted: The Abyssals

Speak With the Dead


Cost: 2 motes; Mins: Essence 1, Investigation 2; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to ask a single question of a ghost.Source First
Edition Storytellers Companion, p. 46.
Source: First Edition Storytellers Companion

Stalker Breathes the Night


Cost: 5m; Mins: Essence 3, Investigation 5; Type: Simple (long ticks)
Keywords: Avatar (1), Mirror (Sleepless Hegemonic Vigil), Spectral
Duration: Indefinite
Prerequisites: Heart-Rending Cruelty Technique
Champions of the dead know restlessness and hunger. They know yearning and
despair. And they know, beyond a doubt, the will of the Neverborn. This Charm is
identical to its Solar mirror, except for the following: an Abyssal’s jurisdiction need
not be united under a ruling body–any populated area of appropriate size is a valid
target, as the loathing of the Neverborn knows no such artificial bounds. In addition,
rather than choosing a law of the land to watch for, the Abyssal chooses one of the
Neverborn’s Sins of Life or Sins of Death (the transgressor need not be a creature of
death). Alternatively, she may choose to know whenever a living being dies within
her jurisdiction. Finally, many Abyssals say that the signals they receive are darker
and more haunting–a ghostly wail or mocking laughter, a trail of blood, a spectral
apparition, a breeze that smells of decay or of burnt flesh; there are some, however,
who claim that when they choose to know when a Sin of Life is committed, they
instead experience very different signals, such as the cry of a newly born child or the
warmth of sunshine on their skin. Those who claim the latter often find such signals
maddening.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Sleepless Hegemonic
Vigil Sleepless Hegemonic Vigil.
Source: SataiDelenn

Muttered Blasphemies Prediction


Cost: 1 Resonance; Mins: Essence 1, Investigation 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisites:
Listening to the hollow echoes of the Neverborn’s cries that underscore all the
world, the Abyssal makes out the sounds of every treacherous word ever spoken.
This Charm can be activated in response to an unexpected social attack, making
it no longer unexpected, and allowing normal defense. Diving this deep into the

109
gestalt unconsciousness of the Neverborn causes the Abyssal to gain a single point of
Resonance. An Abyssal with Investigation 4 and Essence 2 may purchase this Charm
a second time. Doing so allows them to waive the Resonance cost when activating it
in response to any unexpected social attack made by a living character.
Source: The Demented One

Empathy For Lady Suffering


Cost: 5m; Mins: Essence 1, Investigation 4; Type: Simple
Keywords: Avatar (1), Combo-OK
Duration: Instant
Prerequisites: Any Investigation Excellency
Their masters’ whispers rebounding off its surfaces, the world screams out in
pain to the Abyssals.
Empathy is the ability to perceive someone as if you were them. Applying this
Charm, the Exalt gains perfect empathic understanding of a target character’s suf-
fering, self hatred and any self destructive desires she may hold. This Charm does
not give the Exalt any insight or understanding into any other aspects of the other
character’s psychology, except whereas they enable her to understand the aforemen-
tioned.
In addition to this enhanced understanding the Exalt gains copies of any intimacy
to self harm or self hatred the target character possess, which remain of course targeted
towards the target character, rather than the Exalt. These intimacies are additional
to any other intimacies the Exalt may hold.
As a consequence of this Charm’s reverberation with the Neverborn, upon the
next incidence of any activity the Exalt undertakes in the next 25 hours which adds
Resonance, the Exalt adds an additional Resonance point.
Source: Ghosthead

Finder Acquisition Technique


Cost: 5m, 1w; Mins: Essence 3, Larceny 5; Type: Simple
Keywords: Obvious, Combo-OK
Duration: Instant
Prerequisites:
With greater understanding of the principles of Essence and ownership, the
Abyssal takes action to take possession of an object that she does not control. This
Charm may be activated targeting any object or artifact that the character is currently
holding (without being contested) or wearing. It may not target objects that cannot
be held or worn.
The character rolls Wits + Larceny. For an unowned object or artifact, the dif-
ficulty is 1. Owned objects have a difficulty equal to their owner’s Essence, while
owned artifacts have a difficulty equal to their owner’s Essence + 1. If the Abyssal
succeeds at the roll, they are immediately considered to be the owner of the object
for the purpose of all Charms and effects. If the object is an Artifact, all existing
attunements on it end, and the Abyssal must immediately commit enough motes to
attune to it (if he cannot, the Charm fails entirely).
Source: FrivYeti

110
Unjust Appropriation Method
Cost: 3m; Mins: Essence 1, Larceny 2; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to perfectly purloin a mark’s valuables.
This Charm is the Abyssal Mirror of the Solar Charm Flawless Pickpocketing
Technique.
Source Manual of Exalted Power: Abyssals, p. 169.
Source: Manual of Exalted Power: Abyssals

Chains Cannot Hold


Cost: 3m; Mins: Essence 1, Larceny 3; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to bypass chains or locks, destroying those that
directly confine the deathknight.
This Charm is the Abyssal Mirror of the Solar Charm Lock-Opening Touch.
Source Manual of Exalted Power: Abyssals, p. 169.
Source: Manual of Exalted Power: Abyssals

Reality-Subverting Gesture
Cost: 1m; Mins: Essence 2, Larceny 3; Type: Supplemental
Keywords: Avatar (1), Shaping
Duration: Instant
Prerequisites: Any Larceny Excellency
This Charm allows an Abyssal to perform sleights-of-hand without actually
using his hands.Source Manual of Exalted Power: Abyssals, p. 169.
Source: Manual of Exalted Power: Abyssals

Face-Drinking Bite
Cost: 10m, 1wp; Mins: Essence 2, Larceny 4; Type: Supplemental
Keywords: Illusion
Duration: Indefinite
Prerequisites: Any Larceny Excellency
This Charm allows a deathknight to ”steal” a bitten victim’s appearance, pro-
viding a perfect disguise.Source Manual of Exalted Power: Abyssals, p. 169-170.
Source: Manual of Exalted Power: Abyssals

False Heart Mien


Cost: (1wp); Mins: Essence 3, Larceny 5; Type: Permanent
Keywords: None
Duration: N/A
Prerequisites: Face-Drinking Bite

111
This Charm expands the capabilities of the Abyssal’s Face-Drinking Bite, al-
lowing it to be used to recognize those the victim cares about, conceal the Abyssal’s
Essence (trait)Essence, steal faces with a kiss instead of a bite, or even retain a face
for later use.Source Manual of Exalted Power: Abyssals, p. 170.
Source: Manual of Exalted Power: Abyssals

Shade Prisoner Futility


Cost: 10m; Mins: Essence 4, Larceny 4; Type: Reflexive
Keywords: Combo-OK, Obvious, Shaping, Spectral
Duration: Instant
Prerequisites: Chains Cannot Hold
Nothing stops the inevitability of entropy, everything will eventually fail; bar-
riers break, locks rust away and all that is left are the ghosts of failure. This Charm
enhances one of the deathknights Move or Dash actions, allowing her to melt into
bloody plasm as she steps into the face of a wall, door or other barrier, congealing
back into her normal shape on the other side. If the Abyssals speed would allow her
to cover the thickness of multiple barriers in a single tick, she need only activate this
Charm once to pass through all of them. Passing through magical barriers is difficult,
requiring contested rolls of the Exalts (Essence + Larceny) against twice the obstacles
Artifact or Manse rating. This Charm can also contest wards against teleportation
and other magical intrusion. In either case, this Charm adds (Exalts Essence) extra
successes to the roll.
If the Exalt can not proceed all the way through the obstacle in a single tick, she
must reactivate this Charm on subsequent ticks and must continue on a straight path
through the obstacle until she reaches the other side. Failure to activate the Charm
while she moves within a solid object inflicts a number of bashing or lethal levels of
damage the Storyteller deems appropriate for being crushed from all directions inside
and out by whatever substance surrounds the Exalt.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Treasured Heirloom Betrayal


Cost: (varies)m, 1wp; Mins: Essence 3, Larceny 5; Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Touch
Duration: One scene
Prerequisites: Reality-Subverting Gesture
The Abyssal Exalted subvert even the magical wonders of their foes. This
Charm is an attempt to steal a hand-held object from another character, even one
that is in use, the Abyssals player rolling (Dexterity + Martial Arts or Larceny)
as an unarmed attack. If this attack is successful, instead of dealing any damage
the Exalt has stolen and now holds the targeted object. If the object is mundane,
it immediately falls under the Abyssals ownership (”’Exalted”’, p. 238); if it is an
artifact, the Exalt may immediately commit the normal mote cost to attune the item,
temporarily breaking the original owners attunement. This temporary attunement
lasts for the rest of the scene, after which it lapses and the item is not attuned to
anyone.
This Charm costs one Willpower and one mote when the deathknight pilfers a

112
mundane object. When used to steal someones artifact, it costs one Willpower and a
number of motes equal to (Artifacts rating x 3).
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Black Treasures Stolen


Cost: ; Mins: Essence 4, Larceny 5, Whispers 3; Type: Permanent
Keywords: Avatar (3)
Duration: Permanent
Prerequisites: Red-Handed Looting Method
When Oblivion has taken all it can from you, the last treasure it will claim
is your soul. With this rightfully dreaded power, the Abyssals can steal everything
from those who defy them. This Charm permanently enhances the Abyssals Red-
Handed Looting Method. Whenever they kill a living character with it, they steal
that characters very soul. It manifests within their hand as a writhing shade of dead
essence, which they may choose to release, should they be mercifulor else they may
clench the soul within their fist, compressing it into a sharp-edged ingot of soulsteel.
Soulsteel artifacts require a single soul for every 10 accumulated successes required
for their design, rounded up.
Source: The Demented One

Grasping Rapine Ruin


Cost: 5m, 1wp; Mins: Essence 5, Larceny 5; Type: Simple
Keywords: Combo-OK, Mirror (Treasure-Pilfering Style), Shaping, Touch
Duration: Instant
Prerequisites: Reality-Subverting Gesture, Unjust Appropriation Method
The Abyssal Exalted tear away everything that might bring comfort or ease.
This Charm allows the Deathknight to steal metaphysical ownership of an item away
from its actual owner with a touch, rolling (Wits + Larceny) at a difficulty of one.
If he succeeds, he instantly becomes the owner of the item. If he uses this Charm on
an artifact, the difficulty of the roll increases to its artifact ratingbut if he succeeds,
any existing attunements to the artifact are broken, and the Solar may reflexively
attempt to attune to the artifact. Note that this Charm does not involve actual,
physical theftthe Abyssal must do that on his own. The Abyssal may use this Charm
on any Extra to gain metaphysical ownership over him, and may also use this Charm
to steal ownership of characters already owned by another, such as livestock and
slaves.
Source: The Demented One

Lies Linger On
Cost: 5m; Mins: Essence 2, Larceny 5; Type: Reflexive
Keywords: Combo-OK, Illusion, Mirror (Crime-Obscuring Legerdemain)
Duration: Indefinite
Prerequisites: Unjust Appropriation Method, Reality-Subverting Gesture
The Abyssal Exalted do not limit themselves to stealing treasures and trinkets,
but strip away the very truth of things. The Deathknight may activate this Charm
whenever he makes a Larceny roll to steal something. So long it remains active, no

113
character can notice the theft, simply failing to notice the absence of whatever was
stolen. This does not create an actual sensory illusion of the thing stolen, but simply
prevents characters from registering its absence. A character may pay two Willpower
to resist this unnatural mental influence.
Source: The Demented One

Red-Handed Looting Method


Cost: 0m+; Mins: Essence 2, Larceny 3; Type: Reflexive
Keywords: Combo-OK, Mirror (Master Thief’s Hidden Jade), Obvious, Stack-
able, Touch
Duration: Indefinite
Prerequisites: Unjust Appropriation Method
What is lost to the grave may never return. If the Abyssal uses a pickpocketing
action to steal an item from another character, he may activate this Charm to banish
it Elsewhere. The cost to do so depends on the size of the item. If it it small enough
to fit in the palm of one hand, then he may activate this Charm for no mote cost,
and need not commit motes to maintain it in Elsewhere. He must commit a single
mote to banish anything he can hold with one hand, or three motes to banish an
item that he could hold in two hands. If he should steal something large enough
that it requires a feat of strength to lift, he must pay commit five motes to banish
it, and pay a surcharge of one Willpower. Artifacts attuned to other characters can
never be banished by this Charm. If the Abyssal releases the commitment made to
an item, he may cause it to reappear either upon the ground at his side or secreted
away on his person, in a pocket or pack. No more than (Essence x 5) activations of
this Charm can be stacked. The Abyssal may only banish items that were obtained
through legitimate acts of theft, although his actions need not be criminal.
Source: The Demented One

Plucking Coins from Corpse’s Eyes


Cost: (+3m, 1wp); Mins: Essence 3, Larceny 5; Type: Permanent
Keywords: Mirror (Panoply Confiscation Measure), Obvious
Duration: Permanent
Prerequisites: Reality-Subverting Gesture
Mortals bury the dead in wasteful opulence, weighing down their coffins with
splendid shining treasures. The Abyssal Exalted do not allow such hoards to go
unplundered. This Charm upgrades Reality-Subverting Gesture. The Abyssal may
pay a surcharge of three motes and one Willpower to move or take up to a total of
(Dexterity) valid items with a single activation. If the Abyssal knows Death Takes
All, he may also use this Charm to enhance it, allowing him to steal back (Dexterity)
items.. A second purchase of this Charm at Essence 4 increases the number of items
the Abyssal may steal to (Dexterity + 2).
Source: The Demented One

Death Claims All


Cost: 5m; Mins: Essence 3, Larceny 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Mirror (Reversal of Fortune)
Duration: Instant

114
Prerequisites: Reality-Subverting Gesture
Unfortunate times require such a defense as this. A Deathknight may use this
Charm to respond to any attempt to steal from him. By paying five motes, the
character not only becomes aware of all items capable of being stolen from the target,
but is also able to perfectly steal one item-potentially the one being stolen from him.
At Essence 4+, the Deathknight may use this Charm in response to attacks. This
Charm has the same restrictions on objects which may be stolen as Reality-Subverting
Gesture, with the exception of an item being actively stolen from the Abyssal.
”’New Solar Charm:”’ Reversal of Fortune (Prerequisite: Stealing from Plain Sight
Spirit). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/07/05/ink-
monkeys-vol-20-charm-medley.aspx
Source: Ink Monkeys

Shadowed Soul Internalization


Cost: -; Mins: Essence 3, Larceny 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Face-Drinking Bite
Abyssals with varying skills can pretend to be anything from mortals to gods
as they wish, but to keen senses they may still be discovered by hints of their nature.
This charm permanently enhances the Exalt, hiding her Permanent Charms from
even the most prying eyes. Any Permanent Charms that are not currently in use
(such as Ox-Body when no damage fills the gained health levels. Charms that add
innate abilities are only shown when the abilities are activated) cannot be detected
by an means. Against Charms that contest this effect the Abyssal gains (Essence)
successes on the opposed roll. At Essence 5 she gains (Essence x 2) successes.
Source: Scarlet Heavens

Malicious Parody Imposter


Cost: 5m,1wp; Mins: Essence 4, Larceny 5; Type: Simple
Keywords: Combo-OK, Illusion, Obvious, Shaping, Touch
Duration: Indefinite
Prerequisites: Face-Drinking Bite, Unjust Appropriation Method
Sometimes the most instructive perspectives in life come from outside ones
self. A deathknight may demonstrate the folly of a persons ways by showing her
target the way in which the world sees him. The Abyssal must have a head-sized
object carved with an effigy-face, such as a gourd or a pumpkin, and must have
it to hand (prepared with a miscellaneous Draw/Ready weapon action) in order to
use this Charm. The character makes a (Dexterity + Larceny) roll, opposed by the
targets highest DV (Essence-users impose a -3 external penalty on this roll); should
this attack succeed, the Abyssal quickly steals the targets head, replacing it with the
prepared replacement. This does not kill the target. Instead, the victim may now see
himself as the Abyssal does.
The effigy head of the victim becomes animate, capable of the simplest phrases and
mannerisms. It knows all of the victims Intimacies and has full control of the victims
body. Its Motivation is to subtly murder the targets positive Intimacies, starting

115
with family and friends, by means of baroque betrayals, staged accidents, and the
like, typically beginning with helpless loyalties such as pets. It does these things
through seemingly oblique acts of cruelty extending from parodies of the victims own
shortcomings, like leaving a dangerous object at the top of the stairs where someone
will likely trip and fall, or by placing sharp bones in a beloved pets repast. Should
the effigy work through all of the victim’s Intimacies, or should the victim have no
positive Intimacies to begin with, the thing moves off into the world to seek victims
at random, with a preference for the weak and the unwitting. If confronted, the effigy
attempts to flee rather than fight. The effigy is unable to make use of any of the
victims Essence-based powers, but uses their dice pools otherwise. Destroying the
effigy-head renders the body comatose until its head is returned.
While in this condition, the victims head may witness all the actions the effigy
takes, and even speak to and be answered by the Abyssal, but no one else may
hear him. The victim’s severed head may use any Charms that might be beneficial
in his reduced state (generally meaning social magic, Awareness Charms, and soak-
boosting effects), and may make social attacks against the Abyssal, but can take no
other actions of real consequence. Meanwhile, the effigy controlling his body appears
to all who see it to be the victim. This unnatural Illusion is treated as a social attack
accumulating ten automatic successes, which costs three points of Willpower to see
through.
Unlike most Charms, the Abyssal may not voluntarily drop the mote commitment
that sustains Malicious Parody Imposter so long as the victims head is separated from
his body. The Charm may end only when the Abyssal returns the victims head to
his body, or when the victim dies. Other characters may not return the victims head
to his body while the Abyssal lives; they must coerce or convince the deathknight to
end his cruel lesson. If the Abyssal is dead, the victim’s head may be reattached by
any character who puts it back in its proper place.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Shape-Scavenging Cannibalism
Cost: ; Mins: Essence 2, Larceny 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Face-Drinking Bite
Necromancy and Neverborn magic have no power of true resurrection, only
able to raise shambling mockeries of the living rather than genuinely recreating them.
However, the cunning of the Abyssal Exalted and the foolish hope of the living can
achieve what magic cannot. This Charm upgrades Face-Drinking Bite. The Abyssal
may use it to disguise himself as a character who is dead. Rather than biting the
character he wishes to impersonate, he must instead consume some flesh from their
cadaver, or gnaw on a bone. Apart from this gruesome requirement, the benefits
provided from Face-Drinking Bite remain unchanged.
With Larceny 5 and Essence 5, the Abyssal can use this Charm to achieve a unique
magical feat. He can tap into the essential legacy of his incarnations, disguising himself
as the last character to bear his Exaltation. Note that this grants the Abyssal no
special knowledge of his incarnations, nor does he even know what his past incarnation

116
looked like without assuming his form. With Larceny 7 and Essence 7, the Abyssal
can instead disguise himself as any of his Exaltation’s past incarnations.
Source: The Demented One

Subsuming the Pious Spirit


Cost: 10 motes, 1 Willpower; Mins: Essence 4, Larceny 4; Type: Supplemental
Keywords: Avatar (2), Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: , Face-Drinking Bite
It is often not enough for the murderers of the world to simply annihilate a
body. Sometimes, they need a body to murder hope itself. This Charm enhances an
Abyssal’s innate bite attack (see Manual of Exalted Power: Abyssals, p. 95). Instead
of draining life from the victim, however, this Charm allows the Abyssal to force
herself into the victim. As with Face-Drinking Bite, the Abyssal gains no motes from
the attack, but must have been able to do so for this Charm to function. Further, the
target must have a physical body for this Charm to affect them, meaning it cannot
affect spirits.
As this Charm takes effect, the Abyssal begins to dematerialize, her body growing
misty and faint. When she is entirely immaterial, a process taking no more than an
instant, she flows into his victim through the wound she just made, commandeering
his body and shunting his consciousness to the back of his mind. Until she is evicted,
the Abyssal uses the body’s Physical Attributes and Appearance, but all her other
stats remain the same. She gains literal (and possibly legal) possession of all the
body’s possessions, though she does not gain metaphysical ownership. She respires
Essence as the host does. Most relevant, however, the Abyssal looks, in every way,
like the victim. In effect, she is him. Though social analysis may show the Abyssal
is not, in fact, the victim, she physically matches him in every way, with one small
difference. Though it inflicts no Health Level damage to the Abyssal, the wound
through which she entered the victim will never heal so long as she inhabits the body.
For the duration of this effect, the original inhabitant is considered Inactive, and is
not a valid target for most effects, with the notable exception of Social attacks made
by the inhabiting Abyssal.
The victim can expel the Abyssal by spending three Willpower, but the victim
cannot spend more than one Willpower per day. Worse, for the victim, while he is
inhabited by the Abyssal, he does not regain Willpower daily. He instead rolls once
per week to regain Willpower. Killing the host is also an option, albeit one that is
somewhat final. Should the body die, the Abyssal is ephemerally ejected from the
body, and stunned and Inactive for one Miscellaneous Action as she suddenly and
violently shifts back into a material state. If the Abyssal runs out of willpower points
for any reason, this charm ends, ejecting him in the same manner as if the host body
had died. If, for some reason, the original inhabitant suffers damage, this damage
is instead inflicted upon the Abyssal, with no chance for avoidance as though the
Abyssal had paid Health Levels as a Charm activation cost.
Source: Octopoid

Hollowed Locust Shell


Cost: 15 motes, 2 Willpower; Mins: Essence 5, Larceny 5; Type: Simple (Dra-

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matic)
Keywords: Avatar (3)
Duration: Instant
Prerequisites: , Subsuming the Pious Spirit
There are those who are content to dwell within others’ shells, and then there
are those who insist those shells become their own. While inhabiting a body, the
Abyssal may activate this Charm, which renders her Inactive for five days (or one day
if activated during Calibration). At the end of this time, if the Abyssal has not been
evicted from the body, the body’s original owner perishes, and the body becomes the
Abyssal’s permanently. The body’s previous owner’s hun and po souls immediately
depart, most often becoming ghosts (and usually with a negative Intimacy toward
the Abyssal). Any alteration in the Abyssal’s Physical Attributes must be paid for
as a Training effect (and should the Physical Attributes lower, the Abyssal has the
relevant XP refunded immediately). Further, the Abyssal must immediately raise (or
lower) the body’s Appearance to match her Essence rating, though doing so requires
no training time. As a final benefit, the Abyssal gains metaphysical ownership of
the body’s possessions. For all intents and purposes, it is now her body. As an
unfortunate side effect, she resumes respiring Essence as normal for a deathknight.
Source: Octopoid

Theft of Face
Cost: 5 motes; Mins: Essence 2, Larceny 3; Type: Simple
Keywords:
Duration: One hour
Prerequisites:
The Abyssal steals motes of Essence from a target, coopting their face as
well.Source Exalted: The Abyssals, p. 207.
Source: Exalted: The Abyssals

Theft of Mien
Cost: 6 motes, 1 Willpower; Mins: Essence 2, Larceny 4; Type: Simple
Keywords:
Duration: One hour
Prerequisites: Theft of Face
This Charm expands on its prerequisite, allowing the Abyssal to steal knowledge
of mannerisms and habits as well.Source Exalted: The Abyssals, p. 207.
Source: Exalted: The Abyssals

Flawless Doppelganger Disguise


Cost: 15 motes, 1 Willpower, 1 experience point; Mins: Essence 3, Larceny 5;
Type: Simple
Keywords:
Duration: Until released
Prerequisites: Theft of Mien
Consuming the flesh of their target, the Abyssal consumes their identity to
make a perfect disguise.Source Exalted: The Abyssals, p. 207.

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Source: Exalted: The Abyssals

Solar Impersonation Style


Cost: 5m; Mins: Essence 3, Larceny 4; Type: Simple
Keywords: Illusion, Mirror
Duration: One day
Prerequisites: Face-Drinking Bite
This Charm allows an Abyssal to disguise his magical nature as that of a Solar,
possibly living up to the Lawgiver’s reputation as wicked Anathema.
This Charm is the Abyssal Mirror of the Solar Charm Vile Anathema Shroud.
Source Manual of Exalted Power: Abyssals, p. 170-171.
Source: Manual of Exalted Power: Abyssals

Solar Impersonation Style


Cost: 15 motes, 1 Willpower; Mins: Essence 4, Larceny 5; Type: Simple
Keywords:
Duration: One day
Prerequisites: Flawless Doppelganger Disguise
This Charm changes the character’s anima banner to that of the corresponding
Solar caste.Source Exalted: The Abyssals, p. 208.
Source: Exalted: The Abyssals

Cunning Criminal Style


Cost: 10 motes; Mins: Essence 2, Larceny 3; Type: Simple
Keywords:
Duration: One day
Prerequisites:
The Abyssal can effortlessly detect the criminal element in their surround-
ings.Source Exalted: The Abyssals, p. 208.
Source: Exalted: The Abyssals

Evidence-Erasing Method
Cost: 1 mote; Mins: Essence 2, Larceny 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Cunning Criminal Style
An Abyssal with this Charm does not leave traces of their passing behind.Source
Exalted: The Abyssals, p. 209.
Source: Exalted: The Abyssals

Lock-Weathering Touch
Cost: 5 motes; Mins: Essence 2, Larceny 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Cunning Criminal Style

119
This Charm instantly bypasses mundane locks, dissolving and rotting them
away.Source Exalted: The Abyssals, p. 209.
Source: Exalted: The Abyssals

Artful Conjuration Trick


Cost: 2 motes; Mins: Essence 2, Larceny 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Evidence-Erasing Method, Lock-Weathering Touch
The Abyssal can perform feats of dexterity and sleight of hand.Source Exalted:
The Abyssals, p. 209.
Source: Exalted: The Abyssals

Striking Snake Grab


Cost: 4 motes; Mins: Essence 3, Larceny 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Artful Conjuration Trick
This Charm allows the character to steal an object they can see that is small
enough to hold in their hand.Source Exalted: The Abyssals, p. 209.
Source: Exalted: The Abyssals

Lifeblood Tablecloth Trick


Cost: 5m; Mins: Essence 4, Larceny 5; Type: Reflexive (Step 10)
Keywords: Shaping, Social, Illusion, Combo-OK
Duration: 3 Days
Prerequisites: Unjust Appropriation Method
On the last day, all of Creation’s defenders will stand, mighty and tall. ”You
shall not pass!” They shall shout. ”You shall not take the world!”And on that day,
the clever Children of Blood shall laugh. For they already have; the world just hasn’t
noticed yet.
¡p¿This charm supplements any attack the Abyssal makes, stealing the life away
from its target. The attack must reduce the target to her Incapacitated levels or lower
in order to work. Instead of dying, the target seems to be wholly unharmed, even of
existing wounds. She may rationalize them however she sees fit.
Of course, this is a lie. The target is, in fact entirely dead, her life stolen out from
under her without even realizing it. For the next three days–until her Hun separates
from her Po–she may go about her ”life” as usual.¡/p¿
During this time, the target is unaware of her deceased state. While a medical
examination can generally discern her lack of life with relative ease (Perception +
Medicine, diff. 2), an Illusion effect glosses over and rationalizes any minor details–
she isn’t tired, she feels no hunger of the stomach or loins right now, and if that
wound isn’t bleeding? It must not be as bad as it looked at first.
¡p¿The target of this charm also treats ANY charm-enhanced social attacks from
the Abyssal as Unnatural Mental Influence, and adds an extra point of willpower to
the cost of resisting UMI from charms that already provide it. Needless to say, she

120
is also considered Undead–and almost certainly a Creature of Darkness–for all effects
that target them.
Others can try to convince the target of her current state, but she is almost certain
to spend willpower to deny their efforts. For inside, she knows the truth–even if she is
utterly unable to act on this knowledge–and if she ever accepts it, even for a second,
this illusion comes crashing down.
The moment the lie is broken–or in the last seconds of the unity of her souls–the
target’s body takes one level of lethal damage per action, manifesting simultaneously
as her death-wounds and terrible necrosis. This is not physically painful to the ghost,
but about as horrifying as one might expect. If memory-reweaving magics are used to
restore a proper sense of denial before the three days are up, said damage immediately
disappears from sight–for now.
Certain Deathknights have been known to use other charms to bind the Po inside
its decaying shell and whip it up into a frenzy at the moment of recognized death,
but such crass displays are not those that come universally and naturally to the Day
Caste.¡/p¿
Source: Mockery

Blood Calligraphy Technique


Cost: 4m; Mins: Essence 1, Linguistics 1; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to write quickly and clearly, in his own blood.
This Charm is the Abyssal Mirror of the Solar Charm Whirling Brush Method.
Source Manual of Exalted Power: Abyssals, p. 174.
Source: Manual of Exalted Power: Abyssals

Mystique-Spoiling Guess
Cost: 6m, 1wp; Mins: Essence 2, Linguistics 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites:
This Charm allows an Abyssal to pierce the subtleties and obfuscations of coded
or obscured text and speech.
This Charm is the Abyssal Mirror of the Solar Charm Discerning Savant’s Eye.
Source Manual of Exalted Power: Abyssals, p. 174.
Source: Manual of Exalted Power: Abyssals

Infinite Blasphemy Glossolalia


Cost: 3m (8xp); Mins: Essence 1, Linguistics 2; Type: Simple
Keywords: Avatar (1), Combo-OK, Mirror, Taint
Duration: One scene
Prerequisites: Scathing Cynic Attitude
A deathknight using this Charm can understand anything spoken to her. She
can also speak a terrible, inhuman language that others can understand despite lan-
guage barriers. Neither avenue of communication can convey positive emotions. As

121
a Taint this Charm makes it impossible for the Abyssal to express positive emotions
and difficult to speak anything other than the maddening rasp of the Neverborn.
This Charm is the Abyssal Mirror of the Solar Charm Poetic Expression Style.
Source Manual of Exalted Power: Abyssals, p. 174-175.
Source: Manual of Exalted Power: Abyssals

Screaming in Silence
Cost: 5m; Mins: Essence 2, Linguistics 3; Type: Simple
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisites:
This Charm allows an Abyssal to invade someone’s mind, establishing a tele-
pathic means of communication.Source Manual of Exalted Power: Abyssals, p. 175.
Source: Manual of Exalted Power: Abyssals

Insidious Undertone Trick


Cost: 6m; Mins: Essence 2, Linguistics 4; Type: Simple
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Screaming in Silence
Abyssals may use this Charm to hide messages within their words that only
chosen targets can discern. This makes it easier to surprise such targets with concealed
influence.
This Charm is the Abyssal Mirror of the Solar Charm Letter-Within-a-Letter Tech-
nique.
Source Manual of Exalted Power: Abyssals, p. 175-176.
Source: Manual of Exalted Power: Abyssals

Soul-Snaring Tract
Cost: 6m, 1wp; Mins: Essence 2, Linguistics 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Illusion, Mirror
Duration: Instant
Prerequisites: Insidious Undertone Trick, Blood Calligraphy Technique
This Charm produces documents that sway readers to strongly adopt beliefs
and behaviors.
This Charm is the Abyssal Mirror of the Solar Charm Twisted Words Technique.
Source Manual of Exalted Power: Abyssals, p. 176.
Source: Manual of Exalted Power: Abyssals

Comprehension-Slaying Obscenity
Cost: 8m; Mins: Essence 3, Linguistics 5; Type: Simple
Keywords: Avatar (3), Illusion, Obvious
Duration: Instant
Prerequisites: Any Linguistics Excellency, Language-Absorbing Method
This Charm assaults the mind of an unfortunate who, if the Charm is successful,
forgets how to communicate through any means. The target becomes incapable of

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understanding others or making himself understood.Source Manual of Exalted Power:
Abyssals, p. 176.
Source: Manual of Exalted Power: Abyssals

Idyl-Undermining Catchphrase
Cost: 10m, 1wp; Mins: Essence 4, Linguistics 5; Type: Simple (Speed 6 in long
ticks or Dramatic Action or Dominion Action)
Keywords: Combo-OK, Emotion, Mandate
Duration: Instant
Prerequisites: Soul-Snaring Tract
No rainstorm nourishes a seed faster than bloody hatred, and no seed drinks
more deeply than resentment. This Charm may be used as a spoken or written social
attack, in either case the Abyssal rolling (Charisma or Manipulation + Linguistics)
to overcome the audiences MDV. Failing to defend oneself from this Charm results
in the immediate adoption of an Intimacy of hatred toward something or someone of
the Abyssals choice. Resisting this unnatural emotion costs two Willpower.
Those who adopt this negative Intimacy become superbly capable of passing on
the compelling words of the deathknight. Anyone so infected who performs a social
attack, written or spoken, to convince others to adopt the same Intimacy gain one
bonus success on their attack and those convinced to adopt the same Intimacy suffer
the same unnatural emotion as those who were originally targeted by this Charm.
Any effect or effort that banishes the viral Intimacy also rids the infected of the
bonus success and capacity to infect others with the same Intimacy.
This Charm may be used as a dominion action if the Exalt is a sorcerer in a
dominion. The Abyssal targets a dominion (even his own) with a roll of Culture +
Presence against a difficulty of the targets Culture + Temperance. Success increases
the Limit of the target dominion by an amount equal to the threshold successes on
the roll.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Unwary Audience Entrapment


Cost: 5m; Mins: Essence 3, Linguistics 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Mirror (Irresistible Prologue Presentation),
Social
Duration: Indefinite
Prerequisites: , Insidious Undertone Trick
The writings of the Abyssal Exalted are booby-traps, snares set to catch the
ignorant and unwary. This Charm may enhance any action to write a text, including
to make a written social attack. So long as the Abyssal commits the motes spent to
activate this Charm, the text exerts an unnatural mental influence on all characters
who see it. A character need not actually read the Solar’s writing to succumb to this
influencesimply glimpsing whatever the Abyssal wrote on, or the words themselves,
is enough to expose one to this Compulsion.
Any character whose Dodge MDV is exceeded by the Deathknight’s Linguistics
rating is compelled to read the text. If it contains a written social attack, they must
read it and thereby expose themselves to the attack, although they are still able to

123
defend against it with their MDVs normally. If the text takes any extended amount of
time to read, they must still read it in full, but are not compelled to do so all at once.
They may delay reading if it would be hazardous to their safety or that of anything
they care about, if doing so would cause them to neglect official or important duties,
or for similar reasons, at the Storyteller’s discretion. However, they must still make
an effort in good faith to read the text, as the character actively desires to do soa
player should not be able to indefinitely prolong this compulsion.
If a character is not actually able to read the text, this influence recedes, remaining
latent in his mind until it actually becomes possible for him to read it. For instance,
if a character succumbed to the influence of this Charm exerted by a book in another
character’s possession, he would not be forced to steal the book from them, but would
still be compelled to read it if he had the chance. Resisting this unnatural mental
influence costs a single point of Willpower. Once a character has spent three points
of Willpower resisting the unnatural mental influence from separate activations of
this Charm by the Abyssal, they are immune to all further instances used by that
Deathknight for a single day.
Source: The Demented One

Endless Haunting Epitaph


Cost: 3m; Mins: Essence 3, Linguistics 5; Type: Reflexive
Keywords: Combo-OK, Mirror (Eternal Gilded Words), Obvious, Touch
Duration: Indefinite
Prerequisites: , Blood Calligraphy Discipline
No matter how hard one might try, they can never scrub out the stain of death
from their souls. So too do the words of the Abyssal Exalted persist, proclaiming
endlessly the coming of Oblivion. Activating this Charm, the Abyssal must touch
a written message, anything from a menacing threat painted on a wall to a tome
of unspeakable scriptures. Should the message be defaced or erased, the words will
slowly reappear, bleeding back onto whatever surface they are written on so long as
the Abyssal maintains his commitment. This eerie manifestation is Obvious, although
the message itself is not. Completely destroying the surface they are written on is
enough to prevent this, but anything less will not.
Source: The Demented One

Maddening Scripture Method


Cost: 1m, 1wp; Mins: Essence 2, Linguistics 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Sunrise Inkwell Spirit), Social
Duration: Instant
Prerequisites: Blood Calligraphy Technique
The word of Oblivion will not be denied. Whether penning a tome of dark
inspiration or painting threats in the blood of his enemies, the Deathknight’s per-
suasions and seductions cannot be resisted. The maximum penalty the Deathknight
can inflict on the MDVs of those who read a written attacks supplemented by this
Charm based on his Linguistics rating is doubled. At Essence 6, the limit is removed
altogether.
Source: The Demented One

124
Gluttonous Bibliophage Hunger
Cost: 5m; Mins: Essence 2, Linguistics 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror (Glyph Reproduction Method)
Duration: Instant
Prerequisites: , Screaming in Silence
The Deathknights can devour the inspiration from a poet’s soul, or strip away
an author’s words with their bare teeth. This Charm is a dramatic action to forge
another character’s handwriting lasting one minute for each page of forged writing
the Abyssal wishes to produce. The Abyssal must consume some of a character’s flesh
in order to copy their handwritinga few drops of blood, or a pound of flesh, it is no
matter. The only necessity is that his meal must be relatively undecayed, taken and
prepared no more than five days ago.
The forgeries produced by this Charm are completely indistinguishable from the
original’s handwriting, a perfect duplicate in every way. If the Abyssal makes a writ-
ten attack in the forged document, he uses the Linguistics rating of the character
whose handwriting he devoured in place of his own, although this cannot exceed the
maximum rating he may have in an Ability. Charms may see through the forgery
as if it were a cipher or codebut if another Charm contests Gluttonous Bibliophage
Hunger’s effects, it adds (Essence) automatic successes to the (Manipulation + Lin-
guistics) roll to contest the opposing magic.
Source: The Demented One

Significance Annihilating Reflection


Cost: -(+1m); Mins: Essence 2, Linguistics 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Scathing Cynic Attitude, Mystique-Spoiling Guess
The words of Mortals have been used in every conceivable arrangement; there
simply is no more originality in language. Every sentence - question or command - is
a reutterance of a general, a king, or a peasant, and the Abyssals will have none of it.
Having died once already, the words of the living have no meaning to them, be they
passed on from generation or rediscovered anew. This charm permanently upgrades
Scathing Cynic Attitude, allowing the Children of Dust, for an additional mote, to
parse the words individually, deliberate on their connotations and denotations and
the changes they’ve taken over the centuries since language was first dreamt up,
and consider all the ways these inconsequential words could be assembled, before
finally ignoring it entirely as erroneous drivel. This charm perfectly defends against
a single language-based Mental Influence of which the Abyssal is aware, even if it is
unblockable or undodgeable.
After purchasing the charm the character may upgrade it with the following effects
for an additional 1xp each, and may be used by increasing the cost of Scathing Cynic
Attitude by another two motes.
”Incomprehensible”
An old adage, ”a picture is worth a thousand words,” is true, and all images can
be defined by the same repetitive words that have lost their meanings due to constant
reuse. This upgrade allows Scathing Cynic Attitude to defend against Social Attacks
that are conveyed by non-linguistic means.
”Clich”

125
A convincing story uses the characters to draw out emotions in the audience, but
after reading a thousand stories the Hollow Darkness anticipates and ignores such
trickery. This upgrade allows Scathing Cynic Attitude to defend against any Mental
Influence based on eliciting an Emotional reaction.
”Foreshadowing”
An experienced reader can find hints in subtle actions and word choice, gleaning
what’s to come in the future of their actions. This upgrade allows Scathing Cynic
Attitude to defend against Compulsion based Mental Influence, they see in advance
the behaviour the plot suggests, and take actions to sidestep the required action.
”Protagonist”
A character serving another is merely scenery, as no main character worth her salt
would allow herself to be anyone’s underling for anything beyond the exposition. A
protagonist serves no one and strives for only her own goals. This upgrade allows
Scathing Cynic Attitude to defend against any Servitude based Mental Influence.
”Twist Ending”
Bad stories try to give false information, red herrings, or simply leave out crucial
details in order to amaze the reader with secret information later on. An adept
audience can see this coming, spotting the twists and spins for what they are and
calling them out. This upgrade allows Scathing Cynic Attitude to defend against
Illusion based Mental Influence.
”Apropos of Nothing”
When characters start to act off nonexistent stimulus, or take unprecedented ac-
tions, the reader begins to lose faith in the author. This upgrade allows Scathing
Cynic Attitude to defend against Total Control Mental Influence as they refute a
character who’s not acting himself.
Source: Scarlet Heavens

Mind-Breaking Horror Mythology


Cost: 8m, 1wp; Mins: Essence 4, Linguistics 4, Whispers 2; Type: Simple
(Dramatic Action)
Keywords: Avatar, Combo-OK, Illusion, Social
Duration: Instant
Prerequisites: Soul-Snaring Tract
Opening himself to the nightmares of the Neverborn, the Abyssal makes real
their mad visions in writing. Those who read these horrific depictions of Oblivion are
drawn into the same depths of madness as the dead titans. This Charm is a dramatic
action to author a frightening or horrific story. This is a written social attack, with the
Abyssal rolling (Charisma or Manipulation + Performance) to determine the quality
of his narrative. This Charm normally allows the Abyssal to write a short story or
brief note in six minutes, although he can also write novels or plays if he takes a
longer amount of time to do so.
If the Abyssal’s roll exceeds the MDVs of a character who reads the story, they suf-
fer unnatural mental influence. They obsess over the horror story, reliving it in night-
mares and hallucinating the monsters or horrific scenarios written by the Abyssal.
This is a Hallucination derangement, at the strength of a deficiency. In addition to
the usual effects, victims of this Charm also suffer a -1 internal penalty on their rolls
to recover Willpower from sleeping, as nightmares haunt their sleep.
These hallucinations can grow more intense if a character suffers a moment of ex-

126
treme stress. Being reduced to zero points of Willpower counts as extreme stress, as
does undergoing Limit Break. Should either of these occur, the character’s derange-
ment grows to the strength of a debility. The penalty to their Willpower recovery rolls
also increases to -2. Once a character has undergone a moment of stress, they cannot
undergo another until they have regained at least three points of Willpower or until
their Limit Break has ended, depending upon the trigger event. Once a character has
suffered such a moment of stress, another incident raises their a derangement to the
strength of a deformity, increasing the penalty on their Willpower recovery rolls to
-3.
Once a character’s madness has reached this level, the Abyssal’s horror story is
no longer a mere hallucination for them. It is a nightmare that haunts their lives, a
very menace that preys on their moments of weakness. Should they suffer a moment
of extreme stress, they must roll (Willpower + Integrity) at a difficulty of the total
successes the Abyssal rolled creating the story. If they succeed, they are able to keep
their hallucinations at bay. If they fail, they suffer a single dice of bashing damage
for each point they failed by. His hallucinations menace and attack him, and their
harm is no delusion. This damage cannot go past Incapacitated to become lethal
damage. With Linguistics 5 and Essence 5, this damage is lethal. Victims who
die of their hallucinations fall dead in mysterious ways, suffering fatal heart attacks,
spontaneously combusting, being torn apart by invisible demons, or suffering other
gruesome ends.
The unnatural mental influence of this Charm costs three Willpower to resist. If
a character fails to resist this influence, they may later pay two points of Willpower
to reduce the level of their derangement, and the associated penalty, by one step.
However, this cannot remove the derangement entirely. Once they have reduced it
to deficiency strength, they can only hope that their madness does not grow worse
again. If the derangement imposed by this Charm is cured, the unnatural mental
influence is terminated.
Source: The Demented One

Deathknight’s Stigma
Cost: 5m; Mins: Essence 2, Linguistics 1; Type: Reflexive
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: Instant
Prerequisites:
As notorious and feared as their Solar counterparts are renowned and eminent,
the titles of the Abyssal Exalted are granted by the Neverborn for the express purpose
of flaunting their servants terrible legends. This Charm is identical to its Solar mirror
except in the following ways:
The Abyssal must write her name in blood - either her own or anothers - or inscribe
it in a way that is inherently ruinous or painful. She could deface a public building by
carving her identifying symbol through its beautiful wall mural, or brand her title with
hot pokers into an animal or an enemy. (Or a friend, for that matter.) Using Blood
Calligraphy Technique counts as writing in blood for the purposes of this Charm.
Rather than exemplifying her nobility to readers who do not know her, it exempli-
fies her infamy and promises that the signee is a destructive force to be reckoned with.
Scenes toward an intimacy inflicted by this Charm always have a negative context,
whether it be dread, hatred, envy, or even pity if the reader were so inclined. A reader

127
who already has an intimacy for the Abyssal with a positive context experiences an
Emotion effect related to the intimacy but warped in some way - an intimacy of love
might provoke jealousy, shame or despair, while an intimacy of respect might provoke
acute disappointment or feelings of betrayal.
As an added bonus, if the deathknight uses a living being as the surface upon
which she writes her name, that being is automatically treated as a reader with an
existing intimacy for her and the Emotion effect lasts until the writing disappears -
whether it must be washed off, or healed. If it leaves scars, the Emotion effect never
fades until it is resisted with Willpower. As an example, since this Charm is explicitly
permitted to enhance actions using other Abilities, like its Solar mirror, it is feasible
for an Abyssal to use it in conjunction with a called shot with a combat Ability in
order to sign her name upon her foes skin.
This Charm is mirrored by the Solar Charm Charms:Lawgiver’s Cartouche Law-
giver’s Cartouche.
Source: SataiDelenn

Language-Absorbing Method
Cost: 10m; Mins: Essence 3, Linguistics 3; Type: Supplemental
Keywords: Mirror, Stackable, Training
Duration: Indefinite
Prerequisites: Infinite Blasphemy Glossolalia, Screaming in Silence
This Charm allows an Abyssal to steal fluency in a language by biting someone
who speaks it. The deathknight gains the ability to speak the language, while the
victim loses the same.
This Charm is the Abyssal Mirror of the Solar Charm Excellent Emissary’s Tongue.
Source Manual of Exalted Power: Abyssals, p. 176.
Source: Manual of Exalted Power: Abyssals

Lanugage Absorbing Method


Cost: 5 motes, 1 Willpower; Mins: Essence 2, Linguistics 2; Type: Simple
Keywords:
Duration: One week
Prerequisites:
After having consumed Essence from a target, the Abyssal may also consume a
language they know.Source Exalted: The Abyssals, p. 213.
Source: Exalted: The Abyssals

Peerless Fluency Style


Cost: 1 mote per die; Mins: Essence 2, Linguistics 4; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites: Language Absorbing Method
This Charm lets the Abyssal purchase dice to aid in rolls using a specific lan-
guage.Source Exalted: The Abyssals, p. 213.
Source: Exalted: The Abyssals

128
Theft of Words
Cost: 2 motes + 4 motes per language; Mins: Essence 2, Linguistics 4; Type:
Simple
Keywords:
Duration: One hour
Prerequisites: Language Absorbing Method
The Abyssal may suppress a target’s ability to understand a chosen lan-
guage.Source Exalted: The Abyssals, p. 214.
Source: Exalted: The Abyssals

Confusion of Tongues
Cost: 8 motes, 1 Willpower; Mins: Essence 3, Linguistics 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Theft of Words
The Abyssal creates a zone in which no one can communicate effectively.Source
Exalted: The Abyssals, p. 214.
Source: Exalted: The Abyssals

Words Beneath a Whisper


Cost: 3 motes, 1 Willpower; Mins: Essence 3, Linguistics 5; Type: Simple
Keywords:
Duration: Until released
Prerequisites: Theft of Words
This Charm allows the Abyssal to communicate telepathically with a target
they can perceive.Source Exalted: The Abyssals, p. 215.
Source: Exalted: The Abyssals

Blood Inscription Technique


Cost: 4 motes; Mins: Essence 1, Linguistics 1; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
The Abyssal with this Charm is never without a means of writing. Blood
comes to their fingertips and leaves behind runes of crimson that appear as ink.Source
Exalted: The Abyssals, p. 215.
Source: Exalted: The Abyssals

Ghost-Warding Glyph
Cost: 8 motes; Mins: Essence 2, Linguistics 4; Type: Simple
Keywords:
Duration: One day
Prerequisites: Corpus-Rending Blow, Blood Inscription Technique
Marking a target, the Abyssal ensures that the person is protected from hungry
ghosts and zombies that aren’t directed by a supernatural compulsion.Source Exalted:
The Abyssals, p. 216.

129
Source: Exalted: The Abyssals

Glyph-Unveiling Meditation
Cost: 5 motes, 1 Willpower; Mins: Essence 2, Linguistics 3; Type: Simple
Keywords:
Duration: One reading
Prerequisites: Blood Inscription Technique
The Abyssal uses this Charm to read the author’s intent in a written pas-
sage.Source Exalted: The Abyssals, p. 216.
Source: Exalted: The Abyssals

Scathing Cynic Attitude


Cost: 3m; Mins: Essence 1, Linguistics 1; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror, Social
Duration: Instant
Prerequisites:
This Charm inures the deathknight against the pathetic social manipulations
of others.
This Charm is the Abyssal Mirror of the Solar Charm Sagacious Reading of Intent.
Source Manual of Exalted Power: Abyssals, p. 174.
Source: Manual of Exalted Power: Abyssals

Scathing Cynic Attitude


Cost: 6 motes, 1 Willpower; Mins: Essence 2, Linguistics 5; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites: Peerless Fluency Style, Blood Inscription Technique
The Abyssal becomes more resistant to all forms of persuasion.Source Exalted:
The Abyssals, p. 216.
Source: Exalted: The Abyssals

Voiceless Horror Mastery


Cost: ; Mins: Essence 3, Linguistics 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Screaming in Silence
This Charm enhances Screaming in Silence, allowing it to be used to commu-
nicate at greater distances with Creature of Death creatures of Death.Source Manual
of Exalted Power: Abyssals, p. 176.
Source: Manual of Exalted Power: Abyssals

Thrall to Forbidden Lore


Cost: 4m; Mins: Essence 2, Linguistics 3; Type: Supplemental
Keywords: Avatar (3), Combo-OK, Compulsion, Mirror (Irresistible Sway of the
Golden Word)

130
Duration: Instant
Prerequisites: Blood Calligraphy Technique
The incomprehensible nightmare litany of the Neverborn resides in the soul of
every Abyssal. Putting it down on paper allows a deathknight to share his enlightened
madness with others–even if only because they are too terrified ”not” to read it. This
Charm is identical to its Solar mirror except in the following ways: Language is
not a barrier for the cthonic inspiration of the Abyssals–everyone who suffers the
Compulsion can read the texts intent, even if it is written in complete gibberish. In
addition, unlike its Solar mirror, a single work affected by this Charm imposes its
influence on a given target ”each” time the target sees it, until they have spent 5wp
to resist it–the call of dead titans is as alluring as it is maddening. However, it costs
only 1wp to resist.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Irresistible Sway of
the Golden Word Irresistible Sway of the Golden Word.
Source: SataiDelenn

Soul-Harrowing Blessing
Cost: 10 motes, 1 Willpower; Mins: Essence 3, Lore 5; Type: Simple
Keywords: Mirror (Power-Awarding Prana), Combo-OK, Touch
Duration: Indefinite
Prerequisites: Essence-Draining Touch
While the Abyssal Exalted cannot truly grant the power of the Void to others,
they may feign such with some effort. This Charm may be used only on mortal
targets with the Whispers background. As long as she keeps Essence committed to
this Charm, the Abyssal may use her Charms to enhance rolls made by the target.
She may even convert basic actions into Simple or Extra Actions Charms, provided
they are enhancements of the action the mortal is attempting (for example, if her
target makes a Melee attack, the Abyssal could make it an Unfurling Iron Lotus.
This Charm cannot be used against any target which already has an awakened
Essence pool.
Source: FrivYeti

Dream-Slaying Defense
Cost: 8m; Mins: Essence 3, Lore 3; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: One hour
Prerequisites:
This Charm protects an area around the Abyssal from reality-warping magic.
This Charm is the Abyssal Mirror of the Solar Charm Chaos-Repelling Pattern.
Source Manual of Exalted Power: Abyssals, p. 155.
Source: Manual of Exalted Power: Abyssals

All Dreams Die


Cost: 10m, 1wp; Mins: Essence 3, Lore 3; Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisites: Dream-Slaying Defense

131
An Abyssal may use this Charm to hamper or prevent a Fair Folk from uti-
lizing their strange magics. Powerful deathknights may use this Charm to deaden
whole areas of the Wyld, warping a waypoint to prevent raksha magic from working
there.Source Manual of Exalted Power: Abyssals, p. 155-156.
Source: Manual of Exalted Power: Abyssals

Will-Feasting Onslaught
Cost: 5m, 1wp; Mins: Essence 1, Lore 3; Type: Simple
Keywords: Combo-OK, Mirror, Obvious, Touch
Duration: Instant
Prerequisites: Essence-Draining Touch
An Abyssal may use this Charm to drain Willpower from a target.
This Charm is the Abyssal Mirror of the Solar Charm Will-Bolstering Method.
Source Manual of Exalted Power: Abyssals, p. 156.
Source: Manual of Exalted Power: Abyssals

Virtue-Devouring Hunger
Cost: ; Mins: Essence 3, Lore 3; Type: Permanent
Keywords: Mirror
Duration: N/A
Prerequisites: Will-Feasting Onslaught
This Charm enhances its prerequisite, Will-Feasting Onslaught, so that it may
drain a target of Virtue channels instead of Willpower.
This Charm is the Abyssal Mirror of the Solar Charm Virtue-Donating Grace.
Source Manual of Exalted Power: Abyssals, p. 156-157.
Source: Manual of Exalted Power: Abyssals

Teaching Incomprehensible Truths


Cost: 1wp; Mins: Essence 3, Lore 5; Type: Simple
Keywords: Avatar (1), Touch, Training
Duration: See below
Prerequisites: Will-Feasting Onslaught
This Charm allows an Abyssal to ”grant” a target the Backgrounds:Whispers
Whispers of the Neverborn for a short time. If the target wishes, they may adopt
these Whispers permanently.Source Manual of Exalted Power: Abyssals, p. 157.
Source: Manual of Exalted Power: Abyssals

Nightmare-Carving Murmur
Cost: 20m, 1wp; Mins: Essence 3, Lore 5; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror, Obvious, Shaping
Duration: Instant
Prerequisites: Any two Lore Excellencies, Dream-Slaying Defense
This Charm allows a deathknight to reshape the Underworld through sheer
force of will. While a powerful resource, use of this Charm angers the Neverborn.
This Charm is the Abyssal Mirror of the Solar Charm Wyld-Shaping Technique.
Source Manual of Exalted Power: Abyssals, p. 157-158.

132
Source: Manual of Exalted Power: Abyssals

Enduring Dead Dreams


Cost: ; Mins: Essence 4, Lore 5; Type: Permanent
Keywords: Mirror
Duration: N/A
Prerequisites: Nightmare-Carving Murmur
This Charm enhances its prerequisite Nightmare-Carving Murmur, allowing it
to create things that can survive more readily in Creation. It can now also be used to
shape the Labyrinth at the direction of the Neverborn’s mad dreams without angering
them.
This Charm is the Abyssal Mirror of the Solar Charm Wyld Cauldron Technology.
Source Manual of Exalted Power: Abyssals, p. 158.
Source: Manual of Exalted Power: Abyssals

Dead Dream Insinuation


Cost: ; Mins: Essence 4, Lore 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Teaching Incomprehensible Truths
This Charm permanently enhances its prerequisite, allowing it to inflict (half the
Exalts Essence) Whispers instead of a single dot. If the target wishes to permanently
adopt the increased Whispers rating, they may do so at the normal cost of three
experience per dot. When the Charm targets someone who already suffers from
Whispers, the targets old Whispers rating is replaced by that inflicted by this Charm
if it would be higher. If the targets Whispers is already the same or higher, this Charm
increases it by one, to a maximum of five. The target may permanently increase their
Whispers rating by paying three experience per dot, discounting the cost of any dots
they would normally have.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Dark Secrets Prodigy


Cost: 3m; Mins: Essence 1, Lore 1, Whispers 1; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Mirror (Excellent Student Learning)
Duration: Instant
Prerequisites: , None
The Abyssal Exalted need not study the false tomes and babbling scholars of
Creation. The Neverborn know all things that are and that are not, and their secrets
can be taken. This Charm allows the Abyssal to make any roll to recall academic
knowledge as a reflexive action, adding automatic successes equal to his Whispers. He
adds his Intelligence to the roll, rather than his Wits, and the difficulty of the roll is
not increased. This Charm counts as a Lore Excellency for meeting the prerequisites
of other Abyssal Lore Charms.
Source: The Demented One

133
Student of the World’s Nightmares
Cost: ; Mins: Essence 4, Lore 4, Whispers 3; Type: Permanent
Keywords: Avatar (3), Mirror (Sagacious Academic Method)
Duration: Permanent
Prerequisites: , Teaching Incomprehensible Truths
The Deathknights dreams are haunted by incubi and gruesome psychopomps,
mysterious figures who offer up the secrets of esoteric arts and strange sciences. The
Abyssal may train in Attributes, Abilities, Ability specialties, Charms, Combos, and
spells with a reduced training time, and may also invent new spells and Charms with
greater speed. He divides the time needed to purchase any of those traits or invent
new Charms or spells by his (Whispers x 3), to a minimum of one day. At Essence
6, this rate increases to (Whispers x 6). An Abyssal with Lore 6 may purchase this
Charm a second time, allowing him to train in Attributes, Abilities, and Ability
specialties with no training time whatsoever. He may spend the experience points to
purchase these traits at any time as a reflexive action.
Source: The Demented One

Libram-Destroying Gesture
Cost: 3m; Mins: Essence 3, Lore 4; Type: Simple (Dramatic Action)
Keywords: Mirror (Gilded Scrolls of Wisdom), Obvious, Shaping
Duration: Instant
Prerequisites: , Dark Secrets Prodigy
Laying his hands upon a tome or scroll, the Abyssal sets it ablaze with pyre-
flame, breathing deep its secrets from the smoke. This act of destruction takes but a
minute, and allows the Abyssal to fully consume the text he has just destroyed, with
recall precise enough to quote specific details. He fully understands all information
conveyed by the text, and receives a number of successes equal to his Essence on all
rolls to remember details from the text. However, unless he possesses the madness of
Whispers 5, this Charm only works on texts that are in a language and medium he
is capable of understanding. This Charm cannot be used to learn Charms or spells
from a text or manual, nor to destroy artifact texts. At Essence 5, this Charm may
be activated as a Speed 6 action, allowing the Abyssal to burn through books in mere
seconds.
Source: The Demented One

Meal Appraising Observation


Cost: -(1m); Mins: Essence 2, Lore 4; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites: Essence-Draining Touch
After an Abyssal learns Essence-Draining Touch, the world is her smorgasbord,
but she has no way of differentiating a snack from a full meal. This Charm perma-
nently upgrades its Prerequisite, allowing her to initially activate the charm for only
one mote. At this point she tastes the target, perceiving how many available motes he
has and what his maximum reserves are. If she finds him acceptable, she may pay the
rest of the charms activation fee and feed per normal. After learning Will-Feasting
Onslaught she may pay 2m to activate it in the same way as Essence-Draining Touch,
allowing her to taste his available willpower and maximum reserves before deciding

134
to dine.
Again, after learning Virtue-Devouring Hunger, she may pay 2m to perceive her
target’s available Virtue Channels when activating Will-Feasting Onslaught, and may
choose to reveal either his highest or lowest virtue (Abyssal Player’s choice, however
if there is a tie the target’s player decides which to reveal. Repeated uses may return
the same answer for tied virtues at the target’s behest). She may activate both this
effect and the base effects for Will-Feasting Onslaught by paying both costs when
initially activating the charm.
These effects do not require consent of the target.
At Essence 3+ she may pay an additional 2m or the entire mote cost of the charm
(whichever is cheaper) in order to remove the Obvious Keyword until she begins
feeding. If she attempts to assault the target and he doesn’t consent, the charm
remains obvious.
At Essence 4+ the cost of these effects drop by one mote, to a minimum of 0. This
does not reduce the cost to fully use the charm, only the initial activation.
Source: Scarlet Heavens

Carving The Skull-Totem


Cost: 4m; Mins: Essence 3, Lore 4; Type: Simple (Dramatic)
Keywords: Avatar, Combo-OK
Duration: Indefinite
Prerequisites: Any Lore Excellency
Though the Dark Fate can be a harsh taskmaster, the gory practice of revenge
can help to partially appease the anger of the Neverborn. This Charm can be used
whenever the Abyssal has slain an enemy that he was directed to kill by his Whispers
background, or an individual toward whom the Abyssal possessed an Intimacy of
hatred. The character must spend one hour preparing a grisly totem from the head
or skull of his victim, dedicating both the totem and the death to the Neverborn.
This ritual preparation requires a (Wits + Lore) roll against Difficulty 3 in order to
properly perform the ritual desecration and abasement of the fallen victim. If this
roll is successful, the never-ending torment of the Neverborn is momentarily lessened,
and the Exalt creates a potent relic known as a Skull-Totem.
The Skull-Totem is capable of absorbing a small amount of the Exalt’s own Dark
Fate, effectively carrying some of the Neverborn’s anger in place of the character.
The next time the Abyssal gains a point of Resonance from any source, that point
of Resonance is instead taken by the Skull-Totem. A totem can only hold a limited
amount of Resonance: one point for every dot of Essence possessed by the victim slain
by the Abyssal. A Skull-Totem with even one dot of Resonance becomes Obvious,
being twisted and defiled even further by the twisted fate it has taken into itself, its
nature as a dark relic plainly visible. The relic only absorbs Resonance in this way if
Essence is committed to it and it is in his possession when he gains the Resonance.
The character can only commit Essence to one Skull-Totem at a time; if the character
releases the Essence, the totem destroys itself as it burns through any Resonance over
the course of 24 hours. If this is done in the Underworld, there are no additional
effects.
If the Totem is so abandoned in Creation, however, the destructive potential of the
relic is not wasted but can be used to pass the Abyssal’s Dark Fate onto another. The
Abyssal need merely place the Skull-Totem near where the living gather or amongst

135
the personal belongings of an individual. So close to those still living, the boiling anger
lurking within the cursed skull seeks nothing less than to break free and express itself?
through miracles of the void. The Exalt has no precise control over what happens,
or even when or to whom; he only knows that at some point within 24 hours the
Resonance bound within the skull will erupt and vent itself through Dark Miracles.
When it does, the Storyteller spends the full amount of Resonance contained within
the skull at once, according to the rules described in the ”’Manual of Exalted Power:
The Abyssals”’ pg. 113-115, choosing all targets and options. However, anyone
living who dares to pick up the skull will cause all the Resonance within to erupt
immediately, focused directly on the individual who disturbed the skull. Mortals who
suffer from a Stigmata Miracle are affected more severely than any Exalt, dying from
even a single point of resonance, with higher amounts infecting their bodies with
infectious diseases or animating them as zombies.
Source: CrownedSun

Ghoul-Corpse Cannibalization
Cost: None (1 Willpower); Mins: Essence 3, Lore 3; Type: Permanent
Keywords: Obvious, Reactor
Duration: Permanent
Prerequisites: , Essence-Draining Touch
An Abyssal understands that, like all living things, all Essence is dying. It
nestles in the unquiet dead and can be tapped like a keg. This Charm grants the
Abyssal the ability to drain all the Essence from one walking dead he controls. When
activated as an innate, non-Charm, Reflexive action, the targeted zombie shudders,
as each Health Level it possesses is converted into a mote of Essence and shunted to
its Abyssal master. The Abyssal cannot choose to take less than the full amount of
Essence, and any Essence in excess of his mote pools is wasted. Motes regained by the
Abyssal restore Peripheral Essence first. This Charm destroys the targeted walking
dead, regardless of how many motes the Abyssal takes, and an Abyssal cannot regain
more than seven motes from a single zombie.
Source: Octopoid

Crypt Bolt
Cost: 1m/2L damage; Mins: Essence 2, Lore 2; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the deathknight to launch a bolt of crackling darkness at
an opponent as an attack. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 191
Source: Exalted: The Abyssals

Essence-Scattering Blast
Cost: 1+m, 1wp; Mins: Essence 2, Lore 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Crypt Bolt

136
This Charm is an attack similar to Crypt Bolt but reduces a targets Essence
pool instead of inflicting damage. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 191
Source: Exalted: The Abyssals

Wyld Shield Meditation


Cost: 10m, 1wp; Mins: Essence 2, Lore 3; Type: Simple
Keywords:
Duration: Special
Prerequisites: Crypt Bolt
This Charm provides a defense against the Wyld and the creatures of the Wyld.
See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 192
Source: Exalted: The Abyssals

Chaos-Searing Treatment
Cost: 5m; Mins: Essence 2, Lore 3; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Wyld Shield Meditation
This Charm alters a weapon so it deals aggravated damage to Fair Folk and
Wyld Creatures. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 193
Source: Exalted: The Abyssals

Wyld-Slaying Blast
Cost: 30m, 1wp, 1lhl, 3xp; Mins: Essence 3, Lore 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Radiant Blight Technique, Chaos-Searing Treatment
This Charm deals damage to all living things and creatures of the Wyld in an
area around the deathknight. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 193
Source: Exalted: The Abyssals

Doom-Head Siren Song


Cost: (+2m/+1wp); Mins: Essence 3, Lore 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Carving The Skull-Totem
This Charm enhances its prerequisite. While carving the Skull-Totem, the
Abyssal may choose to pay a surcharge of two additional motes to detail within its
ritual markings exactly what sort of doom it will bestow upon the unfortunate living.
This morbid saga allows him to select both a trigger for the Resonance within being
unleashed (such as ”when a monk walks past” or ”when a woman picks you up”
or ”when you hit the ground”), and specify a Dark Fate (such as ”use Brand” or

137
”inflict Stigmata” or ”unleash Blight”), although the Storyteller still decides exactly
how the Dark Fate in question plays out. A trigger is not specific enough to target
a particular person unless the Abyssal has been directed to kill them through the
Whispers background, but may otherwise target genders, nationalities, professions,
events, attire or even actions. If a trigger has been specified, then the Skull-Totem
will remain inert until the conditions are met, even if picked up - what good is the
fear of death if it seems undirected? However, if the trigger is not met within 24
hours, the skull will unleash its Resonance as normal, ignoring all the specifications
of the Abyssal - the Neverborn can only wait so long.
In addition, the Abyssal may spend a point of Willpower when carving the Skull-
Totem to add coloured patterns to its ritual markings, making it enticing and fasci-
nating. Perhaps a passerby hears it whisper to them, promising secrets or treasures.
Perhaps they acquire a sudden, morbid fascination with it, a desire to see if it is real
or how old it is. Perhaps they see it as a funereal ornament, a childish decoration,
or a carved pumpkin - or perhaps they are simply hypnotised by its rictus grin and
painted-shell eyes. The skull exerts an unnattural mental influence. Those within
(Abyssal’s Essencex2) yards with a Dodge MDV of less than (Skull-Totem’s Reso-
nance Points + Abyssal’s Whispers) are automatically affected by a Compulsion to
touch it, pick it up, or otherwise examine it. They may even take it home (provided
they do not unleash its Resonance), as while they are affected they see nothing dis-
turbing about it. They may pay one point of Willpower to overcome this unnatural
mental influence.
Source: Revlid

Killer’s Apprentice Method


Cost: 5m+, 1wp; Mins: Essence 3, Lore 4; Type: Simple
Keywords: Combo-OK, Merged (War), Mirror, Native, Obvious, Shaping, Stack-
able, Touch
Duration: Indefinite
Prerequisites: Essence-Draining Touch
Deathknights are Creation’s most masterful murderers, and it’s only fitting that
such exquisite destructive prowess be shared among those who would do his bidding
- willing or not. This Charm is identical to its Solar mirror except for the following:
For the duration of this Charm, the target counts as a creature of darkness. A
target must meet the Whispers minimum requirement of any Charm with the Avatar
keyword in order to use it.
Additionally, those on whom a deathknight chooses to inflict the horrible respon-
sibility of his own murderous power suffer the consequences for ignoring the darkness
that has infected their souls. An Abyssal does not create allies, but ”weapons.” The
first time in any given scene that a target would use a Charm granted by Killer’s
Apprentice Method in such a way that would have gained the deathknight Resonance
had he himself done the deed, the Abyssal has a choice. He may either accept a point
of Resonance, or vent that Resonance through the target, dealing dice of aggravated
damage to the target equal to the Abyssal’s permanent Essence. This venting is
Obvious to anyone who observes the target.
The War version of this Charm has Hardened Killer Training Style as a prerequisite.
This Charm is the Abyssal Mirror of the Solar Charm Charms:(Satai) Power-
Awarding Prana (Satai) Power-Awarding Prana.

138
Source: SataiDelenn

Killer’s Pervasive Arsenal


Cost: – (+2m per additional target); Mins: Essence 4, Lore 5; Type: Permanent
Keywords: Merged (War), Mirror
Duration: Permanent
Prerequisites: Killer’s Apprentice Method
This Charm is identical to Charms:(Satai) Golden Savant’s Largess its Solar
mirror.
This Charm is the Abyssal Mirror of the Solar Charm Charms:(Satai) Golden
Savant’s Largess (Satai) Golden Savant’s Largess.
Source: SataiDelenn

Radiant Blight Technique


Cost: 5m; Mins: Essence 2, Lore 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Crypt Bolt
This Charm destroys all plant life in a radius around the deathknight. See the
full text of the Charm for details.
Source Exalted: The Abyssals, p. 192
Source First Edition Storytellers Companion, p. 46
Source: Exalted: The Abyssals

Consuming Nightmare Curriculum


Cost: –(+10m); Mins: Essence 4, Lore 5; Type: Simple
Keywords: Avatar(3), Combo-OK
Duration: Instant
Prerequisites: Teaching Incomprehensible Truths
The Void offers its enlightenment to all those willing to listen. Of course, ”will-
ing” is a relative term; Oblivion consumes, after all, and in so doing, spreads.¡p¿This
charm enhances its prerequisite, allowing the Deathknight to force enlightenment,
rather than simply offering it. The Deathknight must roll (Charisma or Manipula-
tion + Lore) against the target’s MDV. Needless to say, opening another’s mind to
the senseless mutterings of fallen Primordials is Unnatural Mental Influence.
¡/p¿Of course, the mortal mind rarely takes this well; then again, nor does that of
the Exalted. The target is faced with a choice if the Deathknight succeeds: spend two
points of willpower, or open their minds to the Neverborn. If the target decides not
to spend the willpower, or is otherwise unable to, then their willpower pool empties
anyway, as though they had submitted to Teaching Incomprehensible Truths.
¡p¿The Deathknight does not need to spend willpower to sustain this effect upon
a target; the fissure in their soul is much more permanent.
¡/p¿This does not free them from spending experience to pay for the background,
but until they do, the dreams of the Neverborn are theirs: such poor souls lose a
point of willpower every night. Characters who have no willpower remaning, and
fail to recover any from restfulness, instead take a level of bashing damage as the

139
knowledge tears them apart from the inside. Characters who do not–or cannot–sleep
also take the bashing damage.
Someone instructed with the Consuming Nightmare Curriculum may also fully in-
ternalize the terrible truths they have learned by allowing their mind to fracture–each
mutation point worth of derangements they accept reduces the cost of the whispers
background by one.
¡p¿A character who endures the Whispers for a week without paying for it in expe-
rience points or madness may fight free of them upon waking any morning thereafter,
for an extra point of willpower paid in addition to that taken by the Neverborn.
¡/p¿This charm does not stack with itself, but at Essence 5 allows the Abyssal to
inflict its prerequisite upon a target who still suffers the negative effects of this charm.
Such favored souls have the option of freely resisting now, but find that the nightmares
are harder to shake off: until the Deathknight allows Teaching Incomprehensible
Truths to lapse–or his target pays for ALL levels of Whispers inflicted–the target will
find their dark enlightenment continuing to eat away at them, body and soul.
Source: Mockery

Insidious Mastermind Plotting


Cost: 6m; Mins: Essence 2, Lore 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Golden Torch of Genius)
Duration: One scene
Prerequisites: , Excellency Any Lore Excellency
The unhallowed intellects of the Abyssal Exalted are always one step ahead of
their foes. The Abyssal may ignore up to (Lore) in penalties on his mental actions
that are imposed by another character’s Charms, or similar supernatural powers.
This reduction applies to external penalties first, and then to internal penalties. If
such an effect increases or enhances a penalty the Deathknight suffers, he may apply
the reduction to the increased penalty, although this cannot reduce it below its base
value.
Source: The Demented One

Inspiration Through Intimidation


Cost: -; Mins: Essence 2, Lore 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites:
Resonance is the breath of the Neverborn on the back of an Abyssal’s neck and
every step she takes to receive more she feels it closer. While most Abyssals choose to
keep as little resonance as possible, some find it gives them the proper inspiration to
accelerate their work. This charm functions when her resonance is within (Essence/2)
points of breaking, speeding up all dramatic actions by 10 percent per point within
this mark and all other actions are reduced by one tick for every two points to a
minimum of 3.
As a side effect from this charm, Essence rolls to reduce Resonance are permanently
at a -1 External penalty and she adds her Essence rating to the amount of resonance
points spent whenever experiencing an ST controlled eruption - the Neverborn don’t
mind that their Deathknights work harder when threatened, but punish that much

140
harder upon disappointment.
Example: The Seven-Degreed Physician of Black Maladies is Essence 3 and 1 point
away from breaking, granting him a 20 percent speed boost to all actions. A speed 5
attack would become speed 4, and a year long craft project would take 12 months.
Source: Scarlet Heavens

Void-Born Bolt
Cost: 2m, 1+lhl; Mins: Essence 3, Lore 4; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisites:
The Deathknight channels the Void’s displeasure and directs it outward, even
as he is wracked by it. Each lhl paid as part of this Charm’s cost reduces the Abyssal’s
Resonance total by 1, and he cannot pay more total health levels than his current
Resonance. The Abyssal makes an attack with a range of (Essence x 10) yards, using
(Perception+Lore) as his attack pool and adding one automatic success for each lhl
paid. It inflicts base damage equal to (lhl paid x 2). This attack cannot be parried.
If it inflicts more than 2 levels of damage, the victim immediately gains a single dot
in the Whispers background if he did not already possess it.
Source: Zakkeg

Wisdom Like Maggots Inside


Cost: – (+2m); Mins: Essence 4, Lore 5; Type: Simple
Keywords: Servitude, Avatar(4), Training
Duration: Indefinite
Prerequisites: Consuming Nightmare Curriculum
The Void offers so much. And it offers so freely. And once one has opened their
mind to it, all that remains is to let the wisdom it bears flow into the cracks and
crevices that it has made in the mind.¡p¿This charm allows a deathknight to commit
an extra two motes to this charm’s prerequisite, and allows the target to learn any
skill as a further training effect, up to a level of her current Whispers rating. This
training effect happens as a miscellaneous action costing all her remaining points of
willpower as with the initial invocation of its prerequisites; this may be part of a
flurry, and explicitly may place the target in XP debt while not having paid off their
current Whispers rating–in fact, she MUST be currently in XP debt from Consuming
Nightmare Curriculum in order to take advantage of this, and adds it to the total she
must pay before she is free from terrible, terrible dreams. Taking advantage of this
costs another point of willpower (or bashing damage) per night.¡/p¿
She may pay for her new skills with experience points or with madness as she sees
fit, but may not allow her Whispers rating to drop below her newly acquired skill
rank–even if the Abyssal drops commitment on Consuming Nightmare Curriculum
and Teaching Incomprehensible Truths, the target of this effect has effectively signed
away a part of herself to Oblivion–all that remains is for her to pay up.¡p¿
Upon death, the ghosts of these victims become Nephwracks under a Servitude
effect toward the Abyssal who used this charm.¡/p¿
Source: Mockery

141
Essence Engorgement Technique
Cost: ; Mins: Essence 3, Lore 5; Type: Permanent
Keywords: Mirror (Immanent Solar Glory), Native, Obvious
Duration: Indefinite
Prerequisites:
This Charm is available in War, Performance, Larceny and Bureaucracy Abili-
ties. Each purchase of this Charm from any Ability counts towards the maximum total
of (Essence) purchases. This errata applies equally to the Solar Mirror.¡/onlyinclude¿
2eAbyCharm
name=Essence Engorgement Technique
trait=Performance
source=Ink Monkeys
srcdisp=Ink Monkeys, Vol 22
cost=
min=5
essence=3
type=Permanent
keywords=Mirror (Immanent Solar Glory), Native, Obvious
duration=Indefinite
pc1=
text=This Charm is available in War, Lore, Larceny and Bureaucracy Abilities.
Each purchase of this Charm from any Ability counts towards the maximum total of
(Essence) purchases. This errata applies equally to the Solar Mirror.
Source: Ink Monkeys

Essence Engorgement Technique


Cost: ; Mins: Essence 3, Lore 5; Type: Permanent
Keywords: Mirror (Immanent Solar Glory), Native, Obvious
Duration: Indefinite
Prerequisites:
This Charm is available in War, Performance, Larceny and Bureaucracy Abili-
ties. Each purchase of this Charm from any Ability counts towards the maximum total
of (Essence) purchases. This errata applies equally to the Solar Mirror.¡/onlyinclude¿
2eAbyCharm
name=Essence Engorgement Technique
trait=Performance
source=Ink Monkeys
srcdisp=Ink Monkeys, Vol 22
cost=
min=5
essence=3
type=Permanent
keywords=Mirror (Immanent Solar Glory), Native, Obvious
duration=Indefinite
pc1=
text=This Charm is available in War, Lore, Larceny and Bureaucracy Abilities.
Each purchase of this Charm from any Ability counts towards the maximum total of
(Essence) purchases. This errata applies equally to the Solar Mirror.

142
Source: Ink Monkeys

Essence-Draining Touch
Cost: 3m; Mins: Essence 1, Lore 2; Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror, Obvious, Touch
Duration: Instant
Prerequisites:
Abyssals can use this Charm to drain motes from others.
This Charm is the Abyssal Mirror of the Solar Charm Essence-Lending Method.
Source Manual of Exalted Power: Abyssals, p. 156.
2.5errata source=Scroll of Erratatext=No character can receive more than five
motes on a single action from any combination of effects that voluntarily transfer
Essence between characters. This restriction applies equally to Essence-Draining
Touch, Essence-Lending Method, Lease the Flame, and all similar magic.
Source: Manual of Exalted Power: Abyssals

Blackest Tools Considered


Cost: (1m); Mins: Essence 3, Lore 3; Type: Permanent
Keywords: Mirror (Mastery of Selection), Merged (Craft)
Duration: Instant
Prerequisites:
Always the right tool for the job, no matter how grisly. The Abyssal may
pay one mote to reflexively deattune from any artifact he is attuned to and owns.
The motes decommitted from this artifact are not automatically lost; instead, they
(and up to Essence of the Abyssal’s other, uncommitted motes) are converted into
attunement motes, as described in Surging Essence Reactor.
In addition, the Abyssal may treat motes spent on powering the functions of arti-
facts as Peripheral or Personal, as he desires.
”’Mirror”’: This Charm has an identical Solar version called Mastery of Selection.
Source: Revlid

Breath-Draining Prana
Cost: 1m; Mins: Essence 2, Lore 5; Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Spirit-Desolating Sphere, Will-Feasting Onslaught
Deathknights may use this Charm to suck the life or Essence out of a target, in
turn regaining motes for doing so.Source Manual of Exalted Power: Abyssals, p. 156.
2.5errata source=Scroll of Erratatext=Any motes granted by this Charm are at-
tunement motes. These special motes are not added to the Abyssals Essence pools,
but can be committed to any unattuned artifact he has on his person, allowing him
to reflexively attune to it if its cost is paid in full with attunement motes. Alterna-
tively, he can commit attunement motes to an attuned artifact he possesses, replacing
the motes he has committed to it from his own pools. At the end of the scene, all
attunement motes are lost. The Abyssal may reflexively replace them with his own
motes to sustain the attunement of artifacts empowered by them.
Source: Manual of Exalted Power: Abyssals

143
Breath-Draining Prana
Cost: 1m; Mins: Essence 2, Lore 5; Type: Simple
Keywords: None
Duration: Instant
Prerequisites: Spirit-Desolating Sphere, Will-Feasting Onslaught
Deathknights may use this Charm to suck the life or Essence out of a target, in
turn regaining motes for doing so.Source Manual of Exalted Power: Abyssals, p. 156.
2.5errata source=Scroll of Erratatext=Any motes granted by this Charm are at-
tunement motes. These special motes are not added to the Abyssals Essence pools,
but can be committed to any unattuned artifact he has on his person, allowing him
to reflexively attune to it if its cost is paid in full with attunement motes. Alterna-
tively, he can commit attunement motes to an attuned artifact he possesses, replacing
the motes he has committed to it from his own pools. At the end of the scene, all
attunement motes are lost. The Abyssal may reflexively replace them with his own
motes to sustain the attunement of artifacts empowered by them.
Source: Manual of Exalted Power: Abyssals

Breath-Draining Prana
Cost: 1m; Mins: Essence 2, Lore 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Essence-Scattering Blast
Deathknights may use this Charm to suck the life or Essence out of a target, in
turn regaining motes for doing so. See the full text of the Charm for details.Source
Exalted: The Abyssals, p. 192
Source: Exalted: The Abyssals

Armed With Idiocy


Cost: –(+1wp) ; Mins: Essence 3 , Lore 5 ; Type: Permanent
Keywords: Training
Duration: Permanent
Prerequisites: Any Lore Excellency , Ignorance Is Bliss , Ignorance Is Bliss
There is nothing quite so opposed to the objectives of Oblivion as Holistic
Understanding and Enlightenment. Progress as a whole is a pointless waste of time
with the looming inevitability of Oblivion. It is better for those pitiful creatures
of the world to be blindly ignorant to their fate and speed along the death of the
world. To use this charm the Deathknight must spend one full week tutoring a group
or individual for at least an hour each day, this is handled exactly like a training
effect however at the end of that period instead of gaining dots they lose them.
Effectively this is an untraining effect that removes abilities dots from its targets.
How this untraining occurs is up to the players discression, whether it be convincing
a loremaster to discard his understanding and pursue a path of total bullshit, or
training soldiers in a wildly impractical four handed style of swordplay. Ability dots
removed by this charm are not refunded, though once lost they may be repurchased
normally. If used to remove an ability that is being paid off via experience debt, the
remaining debt is removed, but no other refund occurs. No matter how low an ability
is reduced it does not inhibit the activation of charms previously purchased within

144
that ability (though it may hamper their application). Favored abilities may not be
reduced to less than one dot.
This is considered a mental shaping effect with a permanent duration, it cannot
be used against beings with an Essence rating higher than the Abyssal himself, but
otherwise treats all intelligent beings as valid targets. Mortals have no means of
resisting this charm, however the Exalted can oppose it. Terrestrials may resist at
the cost of three points of temporary willpower, Celestials inherent excellence is even
stronger allowing them to resist for one point of temporary willpower. As a final
recourse, Exalts who failed to resist initially may spend a point of temporary willpower
once each week, reflexively, after a number of payments equal to the Abyssal’s Essence
the shaping effect is shattered. Resisting this way shatters ALL invocations of this
charm active on the Exalt.
Source: LOOK

Enlightenment Slaying Despair


Cost: 15m, 1wp ; Mins: Essence 5 , Lore 5 ; Type: Simple(Dramatic Action)
Keywords: Combo-Basic, Touch, Obvious
Duration: Instant
Prerequisites: Knowledge Is Suffering
There is no growth, there is no improvement, there is no hope. The Void hates
and the Void is all the future holds, mortals cannot fight against it. Touching an
Enlightened Mortal and activating this charm the Abyssal reaches straight into the
depths of their soul and rends it. The Mortals Enlightenment is instantly lost in a
torrent of screaming essence and despair. This process is terrible in every possible
way, equivalent to having all hope torn straight out of them. The Mortal immediately
loses all their temporary willpower and falls unconscious. For the rest of their life
(or until outside forces enlighten them once more), the target takes a -2 internal
penalty to all actions from a crippling sense of emptiness. As a small solace, this
charm requires a minute of prolonged contact with the Mortal in question, and thus
is nearly impossible to employ in combat.
Source: LOOK

Ultimate Inevitability of the Grave


Cost: 5m, 1wp; Mins: Essence 6, Martial Arts 6; Type: Supplemental
Keywords: Combo-OK, Obvious, Mirror (Iron Talon Technique)
Duration: Instant
Prerequisites: Inescapable Iron Grip
Once a Deathknight has laid his hand upon an enemy, his wrath becomes in-
escapable. Even the Primordials learned this, to their sorrow. This Charm may be
used to enhance a roll to maintain or gain control of an ongoing grapple, giving it
an automatic threshold of one success more than the Abyssal’s opponent. If another
effect contests this, add (Essence) in extra dice to the resulting roll.
A second purchase of this Charm at Martial Arts 9+, Essence 9+, allows it to be
invoked as an inherent ability, which does not count as a Charm activation.
This Charm is the Abyssal Mirror of the Solar Charm Iron Talon Technique.
Source Glories of the Most High: The Unconquered Sun, p. 21.
Source http://forums.white-wolf.com/cs/blogs/production/archive/2009/08/26/chambers-
of-love-no-chambers-but-much-love.aspx Chambers of Love: No Chambers, But Much

145
Love
Source: Glories of the Most High: The Unconquered Sun

Corrupt Parody Style


Cost: — (+3m); Mins: Essence 2, Martial Arts 5; Type: Permanent
Keywords: Obvious, Mirror
Duration: Permanent
Prerequisites: One Form Type Charm
The Abyssals artfully warp and pervert structure and form.
This Charm enhances the use of any Form Type Charms by corrupting them with
a sardonic essence that mocks itself. This Charm increases the cost of a Form Type
Charm by 3 motes, if the Exalt chooses to employ this effect and may use the effect
either at the same time as invoking the Form Charm or as a Speed 4 Miscellaneous
Action while the form is active.
The Form intimidates others, negating any physical or social attack made against
the Abyssal unless the attackers player succeeds on a reflexive resistance roll. The
Abyssalss player chooses when purchasing this Charm whether a difficulty 1 Valor
roll or a difficulty 2 Willpower roll is the appropriate form of resistance. The attacker
need succeed only once per action, no matter how many attacks she makes during a
flurry.
However, this Charm’s effects only function against beings that either are, idealize
or admire the being the Form emulates. For example, when enhancing Air Dragon
Form this Charm only intimidates characters who admire the Immaculate Dragon of
Air (Mela), such as typical dynasts or other adherants to the Immaculate Faith. Sim-
ilarly, this Charm would function against hungry ghosts when adopting the Hungry
Ghost Form (although hungry ghosts never fail Valor rolls).
This Charms effects are a form of unnatural mental influence, and characters can
spend three Willpower to resist the effects of Corrupt Parody Style for a scene.
It is rumoured that the Solars possess a Charm named ”Luminous Paragon Style”
which possesses identical prerequisites but achieves the opposite effect, increasing the
Solar’s ability to influence targets who admire the object of his chosen martial arts
form by filtering glorious Solar essence through it.
Source: Ghosthead

Skin Slicing Technique


Cost: 1m; Mins: Essence 3, Martial Arts 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Ravaging Blow

Skin and hide offer no protection from the biting blows of the Abyssal Exalted! The
Abyssal Exalted seem to emulate the motions and essence patterns of especially brutal
and vicious animal hunters, butchers and artistes in ritual and aesthetic scarification
when executing this Charm.
This Charm supplements an unarmed martial arts attack. When resolving this
attack, ignore all soak and hardness which is considered natural. Natural soak is
considered to be any soak that does comes neither from external armour or armour

146
which is not a natural part of a character’s body.
Source: Ghosthead

Ghost-Spite Talons
Cost: 6m, 1wp; Mins: Essence 3, Martial Arts 5; Type: Reflexive
Keywords: Combo-Basic, Mirror (Golden Thunder Gauntlet)
Duration: One scene
Prerequisites: Ravaging Blow
Oblivion gifts flesh with lifeless rigor, hardening soft ropey muscles and all-too-
mortal flesh into adamant and marble. Invoking this Charm, the Deathknight imbues
his natural unarmed attacks with the benefit of the Ravaging Blow Charm for the
duration of a scene, rather than a single attack. The Abyssal cannot invoke Ravaging
Blow to stack its benefits doubly with those already granted to his attacks.
At Essence 5, this Charm also grants the Deathknight’s natural attacks the magical
material bonuses of soulsteel, as if they were forged of it. They are treated as being
made of an indestructible magical material for all purposes.
Source: The Demented One

Brutalize the Broken Hero


Cost: 8m, 1wp; Mins: Essence 3, Martial Arts 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: , Illustrative Overkill Technique
Is there anything more satisfying than the sound of snapping vertebrae and
ripping flesh? Maybe it is the smell of hot organs spilling out onto the earth, or
the satisfying crunch of a spine beneath one’s fingers. Or perhaps it is the look of
absolute, helpless terror on someone’s face as they realize that they will be broken.
The Abyssal may activate this Charm whenever he crushes a clinched enemy. He adds
his (Martial Arts x 5) to the raw damage of the attack. If this damage is sufficient
to reduce the Abyssal’s mewling helpless victim to his Incapacitated health level or
below, then the Deathknight may tear them apart, snapping their spine and flinging
ropey coils of viscera everywhere. Should the Abyssal inflict such overkill on an extra,
he may kill them instantly, without needing to reduce them to Incapacitated. Should
he waste this Charm on slaughtering an extra, he may choose to activate Illustrative
Overkill Technique without needing to pay its cost. At Essence 6, the Abyssal may
use this Charm to instantly slaughter any victim, so long as the post-soak damage of
the attack exceeds their total health levels.
Source: The Demented One

Skeletal Onager Attack


Cost: ; Mins: Essence 2, Martial Arts 3; Type: Permanent
Keywords: Mirror (Lashing Dragon Tail)
Duration: Permanent
Prerequisites: Inescapable Iron Grip
Mere mortals are little more than corpses awaiting the Deathknight’s touch. If
the Abyssal knocks back or throws an enemy, the distance they fly is increased by the
Deathknight’s (Martial Arts + Essence). Against Extras, the distance is multiplied

147
by the Abyssals (Martial Arts x 2), and the Deathknight may choose to kill them
with the throw, causing them to burst open in a wash of warm gore.
Source: The Demented One

Bone-Spur Parry
Cost: 1m; Mins: Essence 1, Martial Arts 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Golden Palm Kata), Obvious
Duration: Permanent
Prerequisites: , Ravaging Blow
A carapace of cracked bone forms around the Abyssals fist as he parries a blow.
The Deathknight may activate this Charm in response to any attack that he defends
against with an unarmed parry, adding (Strength) dice to the pool used to calculate
his Parry DV. In addition, if he is in a clinch, he may apply his Parry DV against
that attack without needing a stunt. An Abyssal with Martial Arts 3 and Essence 2
may purchase this Charm a second time, allowing him to extend its duration to one
scene by paying a surcharge of two motes.
Source: The Demented One

Ghoul-Flame Aegis Gesture


Cost: 4m; Mins: Essence 2, Martial Arts 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Two-Fisted Hero Defense), Obvious
Duration: Instant
Prerequisites: , Bone-Spur Parry (x2)
His bare hands wreathed in baleful pyreflame, the Dark Messiah strikes down
a weapon foolish enough to oppose him. This Charm is a perfect parry against any
attack that the Abyssal is aware of, even those that are unblockable. The Deathknight
must otherwise be able to parry the attack unarmed in order to defend against it,
meaning that he must use a Charm or stunt in order to defend against lethal attacks.
This Charm cannot be used to perfectly defend an ally the Abyssal has protected with
a Defend Other action. In addition, its cost may never be reduced by any means,
except for Charms that explicitly circumvent this limitation. This Charm possesses
one of the Four Flaws of Abyssal Invulnerability.
Source: The Demented One

Armor-Cracking Blow
Cost: 5m; Mins: Essence 3, Martial Arts 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Armor-Shattering Strike), Obvious, Shaping
Duration: Instant
Prerequisites: , Dark Messiah Form
It is grossly amusing to impale a foe on the jagged steel splinters of his own
armor. If an attack supplemented by this Charm successfully strikes a target, any
nonmagical armor the target is wearing is immediately destroyed. The spray of riv-
eted plates and flying chain links pulps the unfortunate victim of the attack if the
Abyssal successfully destroys his armor, inflicting an environmental hazard on him
with Trauma (Essence) and Damage (Martial Arts)L. The damage of the hazard is
increased by one if the destroyed armor was of at least medium size, or by two if it
was of heavy size or greater. In addition, should the attack or the ensuing hazard

148
actually inflict damage, the Abyssal may pay an extra mote to immediately cancel
all Charms, spells, and astrological powers of non-Instant duration that provide the
target with increased soak or Hardness, as a Shaping effect. Permanent Charms are
not affected.
A second purchase of this Charm at Essence 5 upgrades its Shaping effect to also
force instant loss of attunement to armor. If a character’s artifact armor is deattuned,
its mobility and fatigue penalties increase by three each until he can re-attune to it.
It is almost too easy to slaughter such foes, trapped as they are within the iron cage
of their own useless armor. Of course, while he cannot shatter artifact armors with a
single strike to unleash an explosion of shrapnel, the Abyssal Exalted can always find
a way to perpetrate excessive violence. As the attunement of an armor is broken, the
bound motes erupt in a blinding flash of essence, inflicting a hazard identical to the
one above on the target. However, instead of adding damage based on the size of the
armor, the artifact rating of the de-attuned armor is added to the hazard’s damage.
Source: The Demented One

Broken Tomb Sledge


Cost: ; Mins: Essence 2, Martial Arts 2; Type: Permanent
Keywords: Mirror (Oak-Uprooting Strength)
Duration: Permanent
Prerequisites: Ravaging Blow
In the hands of the Abyssal Exalted, anything can be a murdering weapon. If
the Abyssal wields an improvised weapon, their Accuracy and Defense is raised to +0,
ignoring any penalties due to being improvised. In addition, if he has Dark Messiah
Form active, any improvised weapon he wields gains the Overwhelming tag, with a
minimum damage equal to his (Essence + 2).
Source: The Demented One

Black Hand of the World-Breaker


Cost: 10m, 1wp; Mins: Essence 6, Martial Arts 6; Type: Reflexive
Keywords: Combo-Basic, Mirror (Orichalcum Fists of Battle), Obvious
Duration: One scene
Prerequisites: Agony of the Black Messiah
The Abyssal’s anima unfolds around them like a hungry maelstrom, scouring the
least traces of living essence from the air around him in a black vortex of annihilation.
This consumptive aura limns the Abyssal’s fists, annihilating the flesh and bone of
his foes. The Abyssal multiplies his Strength by his (Essence) for determining the
raw damage of his unarmed attacks. In addition, all unarmed attacks he makes deal
aggravated damage, his touch disintegrating whatever it falls upon.
Source: The Demented One

Flesh Snaring Technique


Cost: 8m, 1wp (12xp); Mins: Essence 3, Martial Arts 5; Type: Simple
Keywords: Combo-Basic, Obvious, Taint
Duration: One Scene
Prerequisites: Five Knife Fist
Abyssals trained in the art of grappling through Dark Messiah Style aren’t

149
content crushing their prey, they desire to eviscerate them. Upon using this charm,
countless Soulsteel barbs bore through the skin covering her chest and arms, which
are treated as a Soulsteel Bloodspike Harness with the traits: Speed: 6, Accuracy: +
(Essence), Damage: + (Essence * 2), Rate: 1, Tags: P,C. This weapon also benefits
from Soulsteel Magical Material bonuses.
In addition to enhancing her clinch attacks, being held by or holding her in a grap-
ple while the Charm is active is treated as an attack via an Environmental Hazzard
with Damage: (Essence)L/Action, Trauma: (Essence/2).
Lastly, whenever an opponent holding the Abyssal in a clinch attempts to release
or throw her, he must succeed in a difficulty 2 (Dexterity + Athletics) roll else the
barbs burrow into his skin, holding them together for the action, and dealing one level
of unsoakable Lethal damage to him.
The primary Taint drawbacks of this charm, known as First Forsaken Embrace, are
the obvious social implications. Soulsteel spikes covering one’s flesh doesn’t facilitate
making friends nor making love and those who permanently take this charm often
give up both. It is impossible to hide them without heavy clothing or armor, which
adds 2 to any existing Fatigue and Mobility ratings, or sets them to 2 (fully attuned
Moonsilver armor ignores the increased Mobility penalty). When not attempting to
hide them, the spines will easily tear through light clothing, and will wrap around or
meld with heavy clothing and armor cleanly.
Source: Scarlet Heavens

Blood Stained Barbs


Cost: -(+1lhl or 1ahl); Mins: Essence 3, Martial Arts 5; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: Flesh Snaring Technique
While poison is generally considered an assassin’s tool, a competent Abyssal
knows it can be useful in nearly any combat situation. By paying an additional lethal
health level while Flesh Snaring Technique is active, the Abyssal bleeds from wounds
created from the barbs for (Martial Arts) actions, or she can pay an aggravated health
level to bleed for the rest of the scene.
Skin contact with her blood acts as an irritant, anyone clinched or clinching her is
subject to it and suffers an (Essence/2) internal penalty to all physical actions as a
Crippling effect while in contact and for one additional action after escaping for each
action within the grapple. Taken internally, such as through damage from the spines,
her blood is treated as a poison with traits: Damage: (Essence * 2)/tick, Toxicity:
(Stamina), Penalty (Martial Arts/2).
Source: Scarlet Heavens

One Foot in the Grave Empowerment


Cost: -; Mins: Essence 2, Martial Arts 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Dead Man’s Grasp
Having died once already Abyssals have a natural affinity for interacting with
the spirit world. This charm enhances the Abyssal’s grapple attempts to be able

150
to target immaterial creatures. So long as she continues paying for the prerequisite
charm she may interact with the spirit.
Source: Scarlet Heavens

Lambs to the Slaughter


Cost: 2m; Mins: Essence 2, Martial Arts 4; Type: Reflexive(Step 10)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Inescapable Iron Grip
Upon Incapacitating or Killing a grappled target, the Abyssal may reflexively
make another Clinch attack on a new target whom she can reach with her remaining
movement, using her full dice pool, and ignoring rate. If successful she may maintain
her commitment to Inescapable Iron Grip and Dead Man’s Grasp, transferring their
effects to her new target as if she had been clinching him the entire time. She may
use this charm no more than (Essence) times in one action and it is incompatible
with Extra Action Charms.
Source: Scarlet Heavens

Starving Mosquito Siphon


Cost: -; Mins: Essence 2, Martial Arts 5; Type: Permanent
Keywords: Reactor
Duration: Permanent
Prerequisites: Rapacious Lamprey Technique
An Abyssal’s bite empowered by the Void can pierce more than flesh. An attack
enhanced with Rapacious Lamprey Technique damages the target’s essence as much
as his body, draining 1m per health level of damage dealt and giving it to the Abyssal
in addition to motes gained from the physical damage.Even when the Abyssal can no
longer gain motes due to the Reactor Keyword, this charm continues to drain them
from her targets.
Source: Scarlet Heavens

Ravaging Madness Parasite


Cost: -; Mins: Essence 3, Martial Arts 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Starving Mosquito Siphon
This charm strengthen’s the Abyssal’s bite attack even further, making the
damage threefold. In addition to the effects of its prerequisite, the bite damages the
target’s mind. For every 3 levels of damage inflicted it drains 1wp from the target,
which the Abyssal gains in addition to the attack’s other benefits. Extras are too
feeble to withstand a bite so empowered and the Abyssal gains no benefit from this
charm when used on them.
Source: Scarlet Heavens

Entropic Collapse Strike


Cost: 3m; Mins: Essence 2, Martial Arts 3; Type: Reflexive (Step 1)

151
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: Any Dark Messiah Style Charm

The touch of the Abyssals teaches you this lesson : Oblivion is inescapable. All
things ultimately so run.
The Exalt makes an unarmed martial arts attack. If this attack is successful, it
deals no damage, but prevents the target from raising her physical traits (by whichever
means) for the remainder of the scene.
Since this attack does not change or damage the target’s traits, it is not considered
an ”attack” under the rules of the Unstoppable Force vs Immovable Object rule.
Therefore, if another Charm’s description conflicts with this Charm, then the conflict
must always be solved with an opposed roll between the dice pools that the Charms
support, enhance or require.
Source: Ghosthead

Iron Maiden’s Embrace


Cost: 3m per die; Mins: Essence 3, Martial Arts 5; Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror (Armor-Shattering Strike), Obvious,
Stackable
Duration: Indefinite
Prerequisites: Dark Messiah Form
The prospective victims of the Abyssal Exalted wrap themselves in steel and
hope it will save them. Rather than prying enemies out of this flimsy shell, it amuses
the Chosen of the Neverborn to instead turn protection to torment. This Charm may
enhance an unarmed Martial Arts attack, causing it to damage an opponents armor
such that buckles and plates are driven into the targets flesh. Should the attack
successfully strike the target, then the targets armor raises its mobility penalty by
one point and loses three points of bashing and lethal soak, and the attack inflicts
one additional level of automatic, unsoakable lethal damage in step 10. The target
may not remove her damaged armor without a difficulty 3 Dexterity + Medicine roll
to extract the damaged portions from her flesh. Alternately, she may accept two
additional levels of lethal damage as she rips the crumpled armor free. This is a
Charm Keyword Crippling effect.
Mundane armor is permanently damaged by this Charm (unless manually re-
paired), but magical armor realigns itself one scene after it has been successfully
removed, sustaining no lasting damage. Iron Maidens Embrace is ineffective against
unarmored opponents.
”’Mirror Charm”’: Armor-Shattering Strike
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/07/16/ink-
monkeys-vol-22-charm-medley-ii.aspx Ink Monkeys, Vol. 22
Source: Ink Monkeys

Smoldering Wreckage Punch


Cost: (+2m); Mins: Essence 3, Martial Arts 5; Type: Permanent
Keywords: Obvious
Duration: Permanent

152
Prerequisites: , Iron Maiden’s Embrace
Nothing makes a massacre like the horror of shrapnel spray, countless shards of
broken metal flying blindly across the battlefield. This Charm upgrades Iron Maidens
Embrace. The Abyssal may pay a surcharge of two motes to unleash an explosion of
twisted metal with his blow. This is an instantaneous environmental hazard applied
against all characters within (Essence x 3) yards of the Abyssals target. The hazard
has Trauma (Martial Arts), and deals a single automatic level of unsoakable lethal
damage to all characters who fail their roll. The Abyssal is immune to the hazard
created by this Charm, as shrapnel simply bounces harmlessly off his flesh.
Source: The Demented One

name PAGENAME
Cost: 1m; Mins: Essence 3, Martial Arts 4; Type: Supplemental
Keywords: Combo-OK, Martial-ready (Archery, Melee, Thrown), Mirror (Blood-
ied King Rebuke)
Duration: Instant
Prerequisites: Agony’s Crucible Strike
A Abyssaldeathknight who remembers the pain of life is most suited to inflict it
on others. This Charm supplements a Martial Arts attack, adding twice the Abyssals
current wound penalty to the attacks raw damage. If Dark Messiah Form is active,
Ragged Shade’s Revenge does not count as a Charm activation.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-33-the-dawn-solution-part-ii.aspx Ink Monkeys, Vol 33
Source: Ink Monkeys

Owl Seizes Mouse


Cost: 3m or 3m, 1wp; Mins: Essence 2, Martial Arts 4; Type: Reflexive (Step
1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Dark Messiah Form

The Abyssal Exalted Abyssal pounces upon a foe and strikes or grapples them.
Willpower may be spent to enhance the attack.
Source Manual of Exalted Power: Abyssals, p. 126.
Source: Manual of Exalted Power: Abyssals

Essence Discerning Glance


Cost: 6m; Mins: Essence 2, Martial Arts 2; Type: Simple
Keywords:
Duration: One Scene
Prerequisites:
This Charm allows the Abyssal Exalted Abyssal to perceive Essence flows, im-
material spirits and determine various traits about the target. See the full text of the
Charm for details.
Source Exalted: The Abyssals, p. 162
Source: Exalted: The Abyssals

153
Shrouded Claw Attack
Cost: 3m; Mins: Essence 2, Martial Arts 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Essence Discerning Glance
Defenders only get to use half their Parry or Dodge dice pools against attacks
supplemented by this Charm. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 163
Source: Exalted: The Abyssals

Hungry Ghost Form


Cost: 5m; Mins: Essence 2, Martial Arts 4; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Shrouded Claw Attack
Activating this Charm makes all unarmed attacks deal lethal damage, the at-
tacker gains essence for every health level of damage inflicted against living targets
and may additionally attack dematerialized spirits at an additional mote cost. See
the full text of the Charm for details.
Source Exalted: The Abyssals, p. 163
Source: Exalted: The Abyssals

Power Reaping Prana


Cost: 1wp; Mins: Essence 3, Martial Arts 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Hungry Ghost Form
This Charm allows the Abyssal Exalted Abyssal to collect expended motes and
add them to her own pool. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 163
Source: Exalted: The Abyssals

Consuming Entropy Strike


Cost: 1m per 2L; Mins: Essence 2, Martial Arts 5; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Hungry Ghost Form
This Charm supplements an attack by temporarily reducing a foe’s ability to
soak. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 164
Source: Exalted: The Abyssals

Lunging Phantom Method


Cost: 4m; Mins: Essence 2, Martial Arts 5; Type: Supplemental
Keywords:
Duration: Instant

154
Prerequisites: Unnatural Shambling Deftness
The attack supplemented by this Charm benefits from all the effects of attacking
from behind. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 165
Source: Exalted: The Abyssals

name PAGENAME
Cost: 1m; Mins: Essence 3, Martial Arts 4; Type: Supplemental
Keywords: Combo-OK, Martial-ready (Archery, Melee, Thrown), Mirror (Hewer-
Sharpened Fist)
Duration: Instant
Prerequisites: Ravaging Blow
The Abyssal Exalted are eager to share their agony with the world. This Charm
may enhance a Martial Arts attack, adding the Abyssals current wound penalty in
dice to the attacks Accuracy rating. This bonus does not count as dice added by
a Charm. If Dark Messiah Form is active, this Charm does not count as a Charm
activation.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-33-the-dawn-solution-part-ii.aspx Ink Monkeys, Vol 33
Source: Ink Monkeys

Rapacious Lamprey Technique


Cost: 2m; Mins: Essence 2, Martial Arts 3; Type: Reflexive (Step 10)
Keywords: Combo-Basic
Duration: Instant
Prerequisites: Inescapable Iron Grip

This Charm increases the damage and how much Essence is regained when an
Abyssal Exalted Abyssal is draining blood.
Source Manual of Exalted Power: Abyssals, p. 125.
Source: Manual of Exalted Power: Abyssals

Soul-Flaying Strike
Cost: 10m, 1wp, 1hl; Mins: Essence 4, Martial Arts 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Charm Smothering Technique, Blood Freezing Technique, Lung-
ing Phantom Method
This Charm has a chance of dealing Unsoakable aggravated damage to the
target in addition to normal attack damage. Those slain by this Charm arise as
Hungry Ghosts. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 165
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=This Charm
causes attacks to inflict aggravated damage and to affect immaterial beings. Beings
slain immediately rise as hungry ghosts. Slain spirits and fair folk disintegrate.
Source: Exalted: The Abyssals

155
Proud Reaper Approach
Cost: 2m, 1wp; Mins: Essence 4, Martial Arts 5; Type: Reflexive (Step 10)
Keywords: Obvious, Combo-OK, Stackable
Duration: One Scene
Prerequisites: Five Knife Fist
Men die. It is the nature of the Deathknight to facilitate this. It is the nature
of the Dark Messiah to make it happen. It is the nature of the bearer of this charm to
drag out that ending, not just for show, but to bring all the horror of the inevitable
to bear upon his opponents.¡p¿Upon filling at least one of an opponent’s Dying levels,
the Abyssal spends the cost of this charm. As he pulls his hand free of his target’s
body, their viscera reaches out and wraps around their arm. The whole body of the
victim implodes, hideously, as they turn inside out to cover the form of their murderer.
¡/p¿
The Deathknight distributes a number of points equal to his target’s Stamina
between the damage or defense value of his unarmed attacks, gaining a maximum
bonus to either equal to (His Martial Arts Score + his Essence). ¡p¿
When the charm terminates, the victim collapses to the ground in a heap of brutally
mangled parts, accellerating the loss of her remaining dying levels at a rate of one every
three ticks. Characters who do not naturally continue to lose Dying levels–such as a
Lunar in Deadly Beastman Transformation–do not begin to further accumulate them
now. Regardless, mundane attempts to treat her automatically fail, while charm-
enhanced rolls treat the difficulty as though she had accumulated at least as many
Dying levels of damage as the Deathknight’s Essence. The necrotic essence also
continues to linger, forcing a roll-off against any charms which directly heal levels of
damage.¡/p¿
These complications also apply while the charm is active, although performing
such mind-bogglingly adept and miraculous treatments almost certainly require that
the Deathknight in question be restrained or subdued.¡p¿
Even if his allies are unable to do anything for him, the victim of this charm will
live on for the rest of the scene; ironically, their lives are sustained by the essence of
this charm for the rest of the scene, toughening raw muscle and nerve for a brief while
to give strength to the Abyssal’s blows and endure (albeit not painlessly) those of his
opponents. And they do endure; no matter how many strikes rain down upon the
stolen flesh, blood seeps from every surface, and whatever organs are visible continue
to churn. Some Dragon-Blooded tell stories of the exposed jaws of their friends,
screaming and begging to be killed. ¡/p¿
Futile, of course. But at the end of the scene, the victims of this charm are finally
allowed to die, their twisted remains raining to the ground in a rapidly necrotizing
slurry. ¡p¿
Despite the victims’ temporarily extended life, the gory display of this charm’s
activation also allows the use of Illustrative Overkill Technique.¡/p¿
Source: Mockery

Hands to Murder the World


Cost: – (1m/0m); Mins: Essence 2, Martial Arts 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Ravaging Blow

156
The Abyssals were created to end all things, and they will never settle for a
bruise when they can make one of Creation’s defenders bleed. This charm allows any
attack the Abyssal supplements with another charm of the Dark Messiah style to deal
lethal damage for an additional 1 mote surcharge spent during step 2; this does not
count as a further charm activation, and thus does not require a combo in and of itself.
A Deathknight who has Dark Messiah Form active does not need to spend essence to
take advantage of this power; all her attacks automatically and uncontrollably deal
lethal damage as a permanent expansion of its capabilities.
Source: Mockery

Eager Gravedigger’s Interment


Cost: 3m, 1wp; Mins: Essence 4, Martial Arts 5; Type: Supplemental
Keywords: Obvious, Combo-OK
Duration: Until Released
Prerequisites: Dark Messiah Form
All men in the hands of the Abyssal are already dead, and there is no shame in
the Deathknight not waiting for the reality to catch up to the truth. If the Abyssal
retains control of a clinch, he may invoke this charm to break it and hurl his opponent
to the ground; the earth opens to consume her, and closes over without a trace.¡p¿The
deathknight no longer rolls to retain control of the clinch, and is free to take other
actions unimpeded; his entombed opponent continues to roll against the Abyssal’s
successes in his last roll as a difficulty to break free. On any action when the entombed
opponent rolls more than the Martial Artist’s Essence in successes–if it is not enough
to break free outright–her difficulty to escape drops by one. Attempts to dig the victim
free by her allies reduce the target number by a further one, but this is not cumulative.
Once she overcomes the difficulty required to break the clinch, she immediately breaks
free to the surface and requires an action to rise from prone. ¡/p¿
Until she does, however, the Essence of this charm continues to strangle her; each
attempt to break free is treated as thirty seconds for the purpose of holding her
breath. (see Core, p. 130) ¡p¿
While the Deathknight may treat the levels of damage dealt from asphyxiation
as caused by himself for purposes of Ravening Maw of Martial Arts, the clinch is
only maintained. He also must remain within (Essence x 10 yards) to maintain
commitment on this charm; if he releases the Essence for any reason, the opponent
may escape the clinch at simple difficulty if she remains conscious. ¡/p¿
The Dark Messiah may sustain his Essence in simultaneous activations of this
charm.¡p¿
Survivors may note with some surprise that neither their burial nor their escape
actually harms the ground–emerging from a solid stone surface leaves behind a shal-
low depression full of stone rubble that quickly dissolves into Essence and leaves a
smooth and undamaged wall–although the corpses of those who do not survive may
be extricated as though they were buried approximately a foot below the surface
once the charm commitment is released. Deathknights looking to sow the seeds of
an undead army may be disappointed to find out that planting the living beneath a
cobblestone street grants their bodies no particular ability to break free.¡/p¿
Despite the name of this charm, it is not considered a proper burial by any cult or
religious denomination among Creation or any other plane of existence; a deceased
victim of this charm will automatically result in a hungry ghost.

157
Source: Mockery

Writhing Blood Chain Technique


Cost: 8m, 1wp (12xp); Mins: Essence 3, Martial Arts 5; Type: Simple
Keywords: Combo-Basic, Obvious, Stackable, Taint
Duration: One Scene
Prerequisites: Spirit-Hardened Frame, Five Knife Fist
The Abyssal Exalted Abyssal becomes covered in chains made from their own
blood that grant extra actions. Although they cannot wield weapons, they function
as a weapon in their own right. ”See the text of the Charm for full details.”
Can be made permanent by spending XP.
Source Manual of Exalted Power: Abyssals, p. 126.
2.5errata source=Scroll of Erratacost=-(+5m, 1wp)text=Blood chain attacks use
the statistics of a dire chain, without any Magical Material magical material bonuses.
This Charm does not grant the Abyssal extra attacks; instead, the chains gain +4
Rate, and the Abyssal may ignore up to three points of multiple action penalties on
any attack he makes with them.
Source: Manual of Exalted Power: Abyssals

Writhing Blood Chain Technique


Cost: 8m, 1wp (12xp); Mins: Essence 3, Martial Arts 5; Type: Simple
Keywords: Combo-Basic, Obvious, Stackable, Taint
Duration: One Scene
Prerequisites: Spirit-Hardened Frame, Five Knife Fist
The Abyssal Exalted Abyssal becomes covered in chains made from their own
blood that grant extra actions. Although they cannot wield weapons, they function
as a weapon in their own right. ”See the text of the Charm for full details.”
Can be made permanent by spending XP.
Source Manual of Exalted Power: Abyssals, p. 126.
2.5errata source=Scroll of Erratacost=-(+5m, 1wp)text=Blood chain attacks use
the statistics of a dire chain, without any Magical Material magical material bonuses.
This Charm does not grant the Abyssal extra attacks; instead, the chains gain +4
Rate, and the Abyssal may ignore up to three points of multiple action penalties on
any attack he makes with them.
Source: Manual of Exalted Power: Abyssals

Self-Serpent Extrusion
Cost: (+3m, 1lhl); Mins: Essence 4, Martial Arts 5; Type: Permanent
Keywords: Avatar (1)
Duration: Permanent
Prerequisites: , Writhing Blood Chain Technique
This Charm permanently enhances its prerequisite, allowing the Abyssal to
increase its cost by three motes and expend a single lethal health level to apply a thin
coating of black, rubbery flesh to the chains that extend from his body, turning them
in a nightmarish parody of an elemental dragon. These serpentine manifestations
snap and snarl around jagged needle-teeth, hissing the Whispers of the Neverborn.

158
The dire chains created by Writhing Blood Chain Technique gain the Natural tag,
and inflict Lethal damage. Further, they increase their Accuracy and Defense by
(Abyssal’s current Wound Penalty), as they grow slick and glistening with gore.
Self-serpents are a part of the Abyssal in all respects, and he can see, smell and
hear through them as though they were his own head (their senses are identical to his
own), granting him three bonus dice to all Awareness rolls (including Join Battle).
He can even talk through them, though they suffer from a -2 external penalty to any
social attack that is not based on intimidation or the Whispers of the Neverborn, and
three bonus dice (which do not stack with specialties) on any social attack that is.
As a final benefit, the Abyssal can even feed through his self-serpents, granting
him motes when he uses them to perform a lethal clinch as though he were personally
biting his target. This still suffers from the normal limit on how many health levels
can be inflicted with a single bite attack.
Source: Revlid

Body-Shivering Zephyr
Cost: 10 motes; Mins: Essence 4, Medicine 4; Type: Simple
Keywords: Combo-Ok, Mirror (Glow of Sovereign Medicant; ”’Revised Ex-
alted”’, p.220), Obvious, Sickness
Duration: Instant
Prerequisites: Vision of Unrelenting Darkness, Pestilence-Bearing Touch
The Abyssal has come to know the deadly underpining principles to the very
concept of disease, causing them to flow at his whim and torment at his pleasure.
By understanding his own essence and that of a disease the Abyssal can break off a
fragment of his and form it into that of a disease that speeds out as a ball of darkness
to strike his foes and wreck havoc on them. The use of this charm instantly induces
a natural disease in a target within Ess x 10 yards on a Wits+Medicine roll at a
difficulty of the target’s Essence. At Essence 5, Abyssals can induce supernatural
diseases of the First and Second Circles. At Essence 6, Abyssals can inflict the target
with Third Circle supernatural diseases.
Source: Upaatk

Spirit-Smashing Cyclone
Cost: +1 willpower; Mins: Essence 5, Medicine 5; Type: Permanent
Keywords: Mirror (Brilliance of Transcendent Panacea; ”’Revised Exalted”’,
p.220)
Duration: -
Prerequisites: Body-Shivering Zephyr
The languid god Kel-Aina, ruler of the Deadened Circle of Spiritual Diseases,
the Crone of Fire, Sylvi, ruler of the Frenzied Circle, and the nameless god of the
utter West, ruler of the Changing Circle, now fear the Abyssal as a threat to their
power. She has mastered the 10,000 subtle principles of virulence and can induce
diseases as easily as breathing. Utter darkness envelopes out of the Abyssal in all
directions, rolling out for miles and seeping into those she wishes to inflict with
illness. This charm upgrades Body-Shivering Zephyr by allowing the Abyssal to spend
a willpower while activating it to increase the range to (Essence) miles to inflict
(Essence) magnitude of targets with a natural or First Circle disease. At Essence

159
6, Abyssals can inflict targets with supernatural diseases of the Second Circle. At
Essence 7, Abyssals can infect targets with Third Circle supernatural diseases.
Source: Upaatk

Cannibalistic Renewal Incitement


Cost: 5m; Mins: Essence 2, Medicine 3; Type: Simple
Keywords: Combo-OK, Touch
Duration: One day
Prerequisites: Pitiless Triage Judgment
Whether used on herself or another, this Charm fills a target with a hunger
for the flesh of their own kind. Giving in and consuming a fellow’s flesh aids in the
recovery of the target’s wounds.Source Manual of Exalted Power: Abyssals, p. 158.
Source: Manual of Exalted Power: Abyssals

Charnel Chirurgeon Deftness


Cost: 2m; Mins: Essence 2, Medicine 2; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites:
This Charm allows an Abyssal to quickly and easily repair an inanimate corpse
or Necrotech animation.Source Manual of Exalted Power: Abyssals, p. 160.
Source: Manual of Exalted Power: Abyssals

Life-Mocking Assembly
Cost: 5m; Mins: Essence 3, Medicine 3; Type: Simple
Keywords: Combo-OK, Obvious, Spectral, Touch
Duration: Instant
Prerequisites: Charnel Chirurgeon Deftness
This Charm animates a corpse to serve the Abyssal.Source Manual of Exalted
Power: Abyssals, p. 161.
Source: Manual of Exalted Power: Abyssals

Pestilence-Bearing Touch
Cost: 5m, 1wp; Mins: Essence 3, Medicine 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Shaping, Sickness, Touch
Duration: Instant
Prerequisites: Plague-Eating Kiss
This Charm exposes a target to any one natural disease the Abyssal has herself
ever been exposed to.Source Manual of Exalted Power: Abyssals, p. 160.
Source: Manual of Exalted Power: Abyssals

Pitiless Triage Judgment


Cost: 1m; Mins: Essence 1, Medicine 1; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: Instant

160
Prerequisites:
With this Charm an Abyssal can perfectly assess the condition of a patient.
This Charm is the Abyssal Mirror of the Solar Charm Flawless Diagnosis Tech-
nique.
Source Manual of Exalted Power: Abyssals, p. 158.
Source: Manual of Exalted Power: Abyssals

Plague-Eating Kiss
Cost: 1wp; Mins: Essence 2, Medicine 3; Type: Simple (Speed 6, DV -2)
Keywords: Mirror, Touch
Duration: Instant
Prerequisites: Pitiless Triage Judgment
This Charm allows a deathknight to draw diseases into himself from a patient,
either contending with them normally or deliberately carrying them as a vector.
This Charm is the Abyssal Mirror of the Solar Charm Ailment-Rectifying Method.
Source Manual of Exalted Power: Abyssals, p. 158-159.
Source: Manual of Exalted Power: Abyssals

Venom-Bleeding Agony
Cost: 1m; Mins: Essence 2, Medicine 3; Type: Simple
Keywords: Mirror, Touch
Duration: Instant
Prerequisites: Pitiless Triage Judgment
This Charm causes a target to violently expel any poisonous substances they
are suffering from.
This Charm is the Abyssal Mirror of the Solar Charm Body-Purifying Admoni-
tions.
Source Manual of Exalted Power: Abyssals, p. 160.
Source: Manual of Exalted Power: Abyssals

World-Killing Malady Enhancement


Cost: 3+m, 1wp; Mins: Essence 3, Medicine 4; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisites: Plague-Eating Kiss
Abyssal Exalted use this Charm to twist a disease with their necrotic Essence,
increasing its potency immensely. By paying (3 x diseases Virulence) motes and a
Willpower, the Abyssal alters a disease in a victim the Exalt touches or within herself.
The Exalt then chooses to increase the diseases Virulence, Untreated Morbidity or
Difficulty to Treat by one. A diseases Virulence, Treated Morbidity and Difficulty
to Treat may not be increased to more than (Essence) by any combination of effects
including this Charm, while its Untreated Morbidity may be raised as high as (Essence
+ 2). In the case of magical diseases, for every two points by which the mundane
Difficulty to Treat rises, the magical Difficulty to Treat rises by one. See ”’Exalted”’,
p. 129, ”’The Manual of Exalted PowerLunars”’, p. 211 and ”’Scroll of the Monk”’,
p. 153 for more on diseases. This Charm does not change any other aspects of the

161
targeted disease, so spiritual afflictions do not become contagious while mundane
diseases remain resistible by mortals without magical aid.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Agony-Tempered Flesh
Cost: 10m, 2wp; Mins: Essence 3, Medicine 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Bone Graft Technique
A master of necrosurgery can capture a moment of agony in unliving flesh, crys-
tallize the pain of death within the corpses he leaves behind. This Charm enhances an
action to create a work of necrotech, granting the resulting creation a single additional
creation point for each of its coil ranks. However, the Abyssal must work with ”raw
materials” that he killed himselfevery corpse or carcass used in the assembly must
have been slaughtered at the Abyssal’s hand. This Charm is specifically permitted to
enhance rolls based on other Abilities.
Source: The Demented One

Esteemed Physician Sneer


Cost: 3m; Mins: Essence 2, Medicine 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Peerless Medical Acumen)
Duration: Instant
Prerequisites: Pitiless Triage Judgment
Abyssal surgeons waste neither time nor sympathy on hopeless patients. Ac-
tivating this Charm, the Deathknight may make a (Perception + Medicine) roll to
diagnose a patient as a reflexive action.
Source: The Demented One

Unseen Canopic Jar


Cost: 1m; Mins: Essence 2, Medicine 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisites:

This Charm enables an Abyssal to stash Elsewhere any necrotech components or


body parts that are in her possession. Each individual organ requires a separate
commitment. This Charm does not allow the subject to stash completed works of
necrotech, only components.
.
Source: Ghosthead

Bloated Zombie Womb


Cost: ; Mins: Essence 3, Medicine 3; Type: Permanent
Keywords: None
Duration: Permanent

162
Prerequisites: , Life-Mocking Assembly
No life can come from the putrid, deathless flesh of the Abyssal Exalted. Their
seed is rotten from husk to kernel, and its blossom is Oblivion. This Charm forever
mars the essence of the Abyssal, ensuring that he will never sire or birth a healthy,
happy child. Incidentally, the Abyssal never risks suffering Resonance from sexual
intercourse, as he is no longer capable of creating life through it. However, the true
boon of this Charm is far more hideous indeed.
If the Abyssal would impregnate a lover, or become with child themselves, the
unborn child dies at the very moment it is conceived. This is no mere miscarriage,
however. The tiny corpse grows still in its mother’s womb, dead flesh metastasizing
in a cancerous blossom of meat and bone. This grotesque metamorphosis lasts the
full term of a normal pregnancy, at the end of which the undead thing crawls forth
from its mother. Such gruesome childbirth always kills mothers who are extras, as
the abomination chews its way free of them.
The unliving children sired by this Charm are designed as necrotech creations,
built with (Essence x 10) creation points. The Abyssal need not meet any of the
normal prerequisites for create them, nor does he make any rolls to do sothey are not
assembled and built, but grow organically within their mother. These creations may
never have any feature that prevents them from acting autonomously, such as body
part or hollow augmentations. These abominations are still unformed neonates, no
larger than an infant or so, when they are ”born,” but grow to full size and maturity
within five days.
Source: The Demented One

Cracked Vial Plague


Cost: (+10m, 1wp); Mins: Essence 4, Medicine 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Pestilence-Bearing Touch
Every Deathknight is a weapon to match the Great Contagion itself. They have
only to realize their true potential. This Charm upgrades Pestilence-Bearing Touch.
When they invoke it to spread a non-magical disease, they may spend an five motes
and a point of Willpower to suspire a cloud of contagion, exposing all living beings
within (Essence x 10) yards to the disease, rather than making a touch attack. At
Essence 6, they do so with supernatural diseases of the First and Second Circles, and
at Essence 8, with Third Circle supernatural diseases.
Source: The Demented One

Soul-Corroding Venom
Cost: 5m; Mins: Essence 3, Medicine 5; Type: Reflexive (Step 8)
Keywords: Combo-OK, Poison
Duration: Instant
Prerequisites: Venom-Bleeding Agony
The Abyssal Exalted taint the very essence of Creation with their presence,
poisoning it and dissolving it into inert motes. This Charm can be activated to
enhance any bite attack the Abyssal makes, forcing poisonous death-essence through
the Deathknights fangs. Abyssals with Ravening Maw of (Ability) may also use this
Charm to enhance any attack made with the relevant Ability, although they need

163
not have Ravening Maw of (Ability) active to do so. If the attack deals any levels of
damage, the Abyssals victim is exposed to a potent essence-based poison, with the
following statistics: Damage (Essence x 2)/tick, Toxicity (Medicine)L, Tolerance /,
Penalty -(Medicine). Victims of this poison slowly melt away, their organs liquefying
and their bones crumbling as the venom melts their very essence. The fleshy slurry
that remains is still mildly toxic, affecting those who touch or ingest it as if it with
the statistics of coral snake venom.
Source: The Demented One

Brain-Scourging Apoplexy
Cost: 10m, 1wp; Mins: Essence 2, Medicine 3; Type: Simple
Keywords: Mirror (Mind-Soothing Therapy), Touch
Duration: Instant
Prerequisites: Pitiless Triage Judgment
Occasionally, a patient’s mind might be broken so far that their brain must be
scraped clean, their traumas wiped away that new ones might be inflicted. With a
touch, the Abyssal may instantly cure any one derangement their patient suffers from,
causing the patient to suffer a level of unsoakable aggravated damage as the derange-
ment is literally scoured from their brain, often accompanied by copious nosebleeds or
vomiting up spinal fluid. The Abyssal may choose to instead negate a single Charm
or similar effect that exerts unnatural mental influence on the patient causing them to
suffer levels of unsoakable aggravated damage equal to the amount of Willpower they
would otherwise have to spend resisting the influence. If this damage would kill the
patient, the Abyssal cannot cure them. This Charm can counteract mental inuences
caused by sorcery, but only if the spells effect was instant. Ongoing effects can only
be dispelled with appropriate countermagic.
Source: The Demented One

Life-Distorting Contortion
Cost: -(+1wp); Mins: Essence 4, Medicine 5; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisites: Life-Mocking Assembly
While zombies are simple to make and afford mindless labor and mooks, some-
times more versatility is required. Bones snap and muscles tear to form any shape the
Abyssal can dream. This permanently upgrades its prerequisite allowing the Children
of Bone to animate a corpse into any Necrotech monstrosity with a Coil Rank of 4
or less, at the cost of an additional 1 Willpower on activation. (This charm does not
supply exotic components such as weapons, artifacts, or poisons that may be needed
for some creations. However, so long as the Abyssal has them on her person they may
be incorporated without the need for extended craft time).
Corpses raised through effects such as The Risen Hunger copy the schematics of
the construct that killed them.
Source: Scarlet Heavens

Flesh-Mending Discipline
Cost: 10m; Mins: Essence 1, Medicine 1; Type: Reflexive

164
Keywords:
Duration: One Day
Prerequisites:
This Charm allows the deathknight to heal injuries much faster than normal.
See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 195
Source: Exalted: The Abyssals

Infallible Ailment Sense


Cost: 1m; Mins: Essence 2, Medicine 2; Type: Simple
Keywords:
Duration: Five Minutes
Prerequisites:
This Charm lets a deathknight diagnose illnesses that she is familiar with. See
the full text of the Charm for details.
Source Exalted: The Abyssals, p. 193
Source: Exalted: The Abyssals

Contamination of (Form)
Cost: 5m, 1wp; Mins: Essence 2, Medicine 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Infallible Ailment Sense
This is actually three Charms which inflict different types of illnesses on the
target, one effecting the Body, one effecting the Mind and the third effecting the
Spirit. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 193
Source: Exalted: The Abyssals

Rampant Pestilence Method


Cost: 20m, 1wp, 3xp; Mins: Essence 3, Medicine 4; Type: Simple
Keywords:
Duration: Indefinite
Prerequisites: , :Charms:Contamination of (Form) Contamination of Body
This Charm is similar to :Charms:Contamination of (Form) Contamination of
Body except the illness resists medication and can spread to other targets like a
plague. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 194
Source: Exalted: The Abyssals

Taint Extraction Technique


Cost: 10m, 1wp, 1lhl; Mins: Essence 3, Medicine 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: , :Charms:Contamination of (Form) Contamination of Body

165
This Charm cures the deathknight or another target of all infections and dis-
eases. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 194
Source: Exalted: The Abyssals

Unsurpassed Plague Kiss


Cost: 15m, 1ahl; Mins: Essence 4, Medicine 5; Type: Simple
Keywords:
Duration: instant
Prerequisites: , :Charms:Contamination of (Form) Contamination of Spirit,
Rampant Pestilence Method, Taint Extraction Technique
This Charm infects a target with a non-communicable form of the Great Con-
tagion. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 195
Source: Exalted: The Abyssals

Touch of Gentle Repose


Cost: 5m; Mins: Essence 2, Medicine 2; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Flesh-Mending Discipline
This Charm ends the suffering of a target by killing them, if they are willing.
See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 195
Source: Exalted: The Abyssals

Blood Mastery Technique


Cost: None; Mins: Essence 2, Medicine 1; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Flesh-Mending Discipline
This Charm allows the Abyssal to stop bleeding without a roll. See the full text
of the Charm for details.
Source Exalted: The Abyssals, p. 196
Source: Exalted: The Abyssals

Crimson Waterfall Attack


Cost: 2m; Mins: Essence 2, Medicine 3; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Blood Mastery Technique
Lethal attacks supplemented by this Charm bleed profusely and resist all at-
tempts to staunch the bleeding. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 196
Source: Exalted: The Abyssals

166
Winter Strikes the Forest
Cost: 10m; Mins: Essence 2, Medicine 4; Type: Supplementary
Keywords:
Duration: Instant
Prerequisites: Crimson Waterfall Attack
This Charm slows the rate of healing for the target for a full day. See the full
text of the Charm for details.
Source Exalted: The Abyssals, p. 196
Source: Exalted: The Abyssals

Wound-Absorbing Method
Cost: 2m/hl, 1wp; Mins: Essence 2, Medicine 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Touch of Gentle Repose, Blood Mastery Technique
This Charm converts the deathknights Lethal wounds into Bashing wounds,
Essence 3+ deathknights can heal others. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 196
Source: Exalted: The Abyssals

Dance Of Shadow Stitch-Worms


Cost: 3m, 1hl; Mins: Essence 3, Medicine 4; Type: Reflexive
Keywords: Combo-OK, Taint
Duration: Instant
Prerequisites: Plague-Eating Kiss
Upon activating this Charm, the Abyssal is immediately cured of (or, at least,
removes) one Sickness effect she has consumed with Plague-Eating Kiss, as the disease
in question is converted into a clutch of writhing black maggots. These spectral
creatures stitch their way across and through the Abyssals body, inflicting a single
level of unsoakable bashing damage as they gnaw into place. For as long as they
remain in place the Abyssal may direct them as his own personal physicians, allowing
him to reflexively diagnose himself (ignoring the increased difficulty for diagnosing
internal injuries or ingested poisons, for obvious reasons). He may even treat himself
reflexively (with normal access to Medicine Charms), though he may do so only once
per action, on his action. Even if the Abyssal is rendered inactive, the worms will
continue to work at his subconscious instruction. The worms last until sacrificed,
expelled, or removed by some outside force.
If the Abyssal is suffering from (or targeted by) a Sickness, Poison or (non-
amputative) Crippling effect of any kind, he may reflexively pay a single point of
temporary Willpower to sacrifice his stitch-worms, removing the effect in question as
the worms gorge on venom, absorb illness or use their own bodies to replace cut ten-
dons or damaged organs (this is not a Charm activation). At Essence 4+ the Abyssal
may even remove amputation Crippling effects in this way, as his stitch-worms wrap
and knot outward into a replacement limb. This limb is hideous and Obviously un-
natural, though an application of Charnel Chirurgeon Deftness (or a similar effect)
can have it looking good as new.
If the Abyssal has the Charm Pestilence-Bearing Touch, he may use it to inject his
stitch-worms into the body of another character, in place of a disease. So long as he

167
and his infested patient are within the same plane of existence, he may reflexively pay
one mote to consult with his stitch-worms, allowing him to make reflexive diagnosis
rolls on the infested character for the rest of the scene, just as described above. Once
per action, he may also reflexively pay one mote in order to treat the patient in
question, or pay Willpower to sacrifice his stitch-worms for immediate healing, just
as described above.
Characters infested with stitch-worms may make a (Stamina+Awareness) roll to
detect their presence whenever they receive treatment. A medical examination will
also reveal the existence of invasive creatures within the characters body. They can
be removed by an outside operation at a difficulty of (Abyssals Medicine rating),
dissolving into quietly screaming wisps of disease-stuff shortly thereafter (any effect
that actively removes Sickness effects will also purge them). If the Abyssal attempts
to consult with a clutch of stitch-worms that have been destroyed (whether by being
removed or having their host killed) he finds only silence, and does not pay the normal
mote cost.
This Charm may be purchased as a Taint, making it an innate power rather than
a Charm activation, and removing the health level cost as the worms passages are
calcified through the Abyssals body, mimicking the basalt corridors of the Neverborns
own city-bodies. The downside is that the Abyssal now relies on his clutch of maggot-
doctors to keep his body intact, and suffers a single unsoakable level of bashing damage
at the end of each full day he spends without stitch-worms inside of himself, as though
he were a zombie animated by Life-Mocking Assembly.
Source: Revlid

Infested Animative Operation


Cost: ; Mins: Essence 3, Medicine 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Dance Of Shadow Stitch-Worms, Life-Mocking Assembly
Ordinarily, stitch-worms die shortly after their host is killed, returning to the
wispy disease-stuff from which they were formed. If the deathknight knows this
Charm, however, they persist for up to (Abyssals Essence) days. If he consults with
them during this time, or is otherwise made aware of the hosts death, he may re-
flexively pay five motes to animate them at any distance (so long as they are within
the same plane of existence), just as though he had used the Charm Life-Mocking
Assembly (other Charms may be used to enhance this animation as normal). This
animation does not consume the stitch-worms, and they may continue their surgical
efforts as normal.
At Essence 5+ this animation becomes free. In addition, if the Abyssal does not
animate such a corpse before the (Essence) days are up, it rises on its own, independent
of his commands. This even applies to his own corpse, should he die while infested
with stitch-worms.
Source: Revlid

Open-Coffin Funeral
Cost: ; Mins: Essence 2, Medicine 3; Type: Permanent
Keywords: None
Duration: Permanent

168
Prerequisites: Charnel Chirurgeon Deftness
All deathknights know that death is inevitable. Many know that it can be
beautiful. However, it takes a special kind of appreciation to realise that even the
debris of death can be beautiful, given a little care. This Charm permanently enhances
its prerequisite. Whenever the Abyssal heals a corpse (ambulatory or otherwise) with
Charnel Chirurgeon Deftness, he may choose to also freshen it up, returning it to
the appearance it had when it was alive. Even centuries-old skeletons are returned
to seemingly recent corpses; the falsehood of this appearance can be revealed by a
dramatic Medicine-based action to dissect and examine the pampered carcass, with
a difficulty of (Abyssals Essence).
If the Abyssals use of Charnel Chirurgeon Deftness did not completely heal the
corpse, it still bears the marks of its remaining wounds, but otherwise seems fresh.
Corpses refreshed in this way continue to decay at the normal rate unless preserved
through Eternal Embalming Preparation.
In addition, the Abyssal may apply Charnel Chirurgeon Deftness to any character
bearing a prosthetic created by Bone Graft Technique (or an actual necrotech pros-
thetic). This heals no health levels unless the character would normally be a valid
target of that Charm, but it does allow the deathknight to hide the nature of their
improved (albeit partially deceased) form, reforming the dead flesh once again to
mask all overt sensory indicators of any or all of that characters necrotic prosthetics.
It is still dead flesh, but at most it seems to be rather pale, perhaps creating the
appearance of old, faded scar or a slight tan line. If the prosthetic was formed from
the dead tissue of a different race, the Abyssal may choose to allow the limbs fresh?
appearance to synchronise with the majority of the tissue on the targets body, or else
force it to stand out, resulting in them appearing to have a living, malformed dogs
arm (or whatever would be appropriate considering the tissue used).
After (Abyssals Essence) days of disguising the nature of the prosthetic, this mask
shrivels and fails, skin peeling off and muscles squirming back into their original,
gruesome shape. This mask can be enhanced by Eternal Embalming Technique,
which does nothing to increase its soak or hardness, but does increase its duration to
(Abyssals Essence) weeks with each application.
Source: Revlid

Inhuman Transplant Mastery


Cost: (6m per mutation); Mins: Essence 4, Medicine 5; Type: Permanent
Keywords: Shaping, Stackable, Mirror (Science of Mutation)
Duration: Permanent
Prerequisites: Ivory Whirlwind Restoration
This Charm permanently enhances Ivory Whirlwind Restoration, enhancing its
5m, 1wp version. That use of the Charm can now target a character other than the
Abyssal, allowing him to instantly heal one Crippling effect and replace any number
of existing undead prosthetics currently incorporated into that character (living tissue
cannot be replaced in this way unless the Abyssal is in direct physical contact with
the character). In addition, a complete reshaping of the targets form (provided by the
target being either completely comprised of unliving tissue, or the Abyssal himself)
can now produce a wider array of effects, described below:
The Abyssal may change the gender of a reshaped character, to male, female, or
any combination or lack thereof.

169
The Abyssal can use this Charm to aid in impersonation, provided he has access
to the majority of the unliving tissue of the character he wants the target to be able
to impersonate (or, if the target and the impersonated character have the same rough
body type, just their head). By wrenching that flesh off the impersonated characters
body and reapplying it elsewhere, the Abyssal allows his target to physically imper-
sonate the deceased. Attempts to discern that the character is an imposter based on
physical appearance alone automatically fail.
Obviously, unless the impersonated character was freshly dead, his tissue will show
obvious signs of decomposition; Open-Coffin Funeral Technique will be necessary to
impersonate anything but a corpse. Note that the Abyssal can use this Charm to
replace his own flesh, before using his removed tissue to allow (or force) another
character to impersonate him.
The Abyssal may change the species of a reshaped character, though they must
remain within the same rough category; a dog could become a wolf or fox, but not
a rhino, and a human could become a beastman or one of the air folk, but not a
fish. These changes can be affected with any kind of unliving tissue, but using tissue
from an inappropriate source will result in the same malformed, necrotic body-parts
produced by Bone Graft Technique, unless the Abyssal uses Open-Coffin Funeral
Technique to disguise their morbid provenance. In some cases (as with the alteration
of a human to a beastman), this alteration may require the application of mutations,
as described below.
The Abyssal can apply mutations to a reshaped character. Doing so requires that
he make an (Intelligence + Medicine) roll, allowing the Abyssal to apply or remove a
number of physical mutation points no greater than his rolled successes, at a cost of
six motes per mutation. As the tissue for these mutations is drawn from dead bodies
they generally have some obviously necrotic aspect, as with the prosthetics applied by
Bone Graft Technique, producing tentacles made of repurposed spines, poison glands
formed from withered kidneys, and fur made from dozens of reconstituted scalps.
Mutations granted in this way are not related to the Wyld; they are simply used to
represent the effects of the Abyssals inhuman transplants.
This Charm is the Abyssal Mirror of the Solar Charm Science of Mutation.
Source: Revlid

Contaminate
Cost: 4 motes, 1 Willpower; Mins: Essence 2, Medicine 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to inflict a disease upon a target.Source First
Edition Storytellers Companion, p. 46.
Source: First Edition Storytellers Companion

Candle Left Burning


Cost: 1m; Mins: Essence 3, Medicine 4; Type: Reflexive
Keywords: Combo-OK, Stackable, Touch
Duration: Indefinite
Prerequisites: Pestilence-Bearing Touch

170
Death lurks in all mortal beings like a seed waiting to germinate. An Abyssal
master of disease who does not wish to inadvertently slay useful pawns or valued allies
with the horrors he unleashes may spare them with this Charm. Leaning close, the
Abyssal breathes in a small fraction of the potential for death within a living being;
this requires mouth-to-body contact, and is generally accomplished either through
a bite or a kiss. So long as the Abyssal commits Essence to this Charm, the tar-
get becomes fully immune to one disease the Abyssal is capable of bestowing with
Charms:Pestilence-Bearing Touch Pestilence-Bearing Touch. An individual may be
targeted by multiple activations of this Charm to immunize her to different diseases,
and the Abyssal may also sustain the Charms effects on multiple individuals at once,
if he desires. Using this Charm on any living individual whose continued existence is
not of direct material benefit to the Abyssal inflicts one point of Resonance.
Alternately, the Abyssal may activate this Charm on a character already harboring
a disease he has inflicted with Pestilence-Bearing Touch. This immunizes the target
against the diseases symptomsthey will not suffer or die from the ailmentbut leaves
them fully infected and contagious, capable of spreading their disease to the living
while appearing hale and healthy. Attempts to diagnose a target whose symptoms
have been devoured in this manner suffer a -3 external penalty. When the Abyssal
releases the motes to committed to the Charm, the victims symptoms will return in
full. Using the Charm in this manner never grants Resonance.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Death’s Black Teeth


Cost: -; Mins: Essence 4, Medicine 3; Type: Permanent
Keywords: Poison
Duration: Permanent
Prerequisites: Black Heart’s Venom
The Abyssals heart-venom overflows into all his works as a reanimator. Every
zombie the Abyssal personally raises (whether through Life-Mocking Assembly, Ver-
million Plague Conscription, necromancy, or any other means) gains a poisonous bite.
The bite of the walking dead delivers a toxin identical to that of Black Heart Venom,
save that it does not automatically reanimate those slain by it; that final horror is
left to other Charms, such as The Risen Hunger or Vermillion Plague Conscription.
The traits given for a zombies punch on page 314 of Second Edition Core Exalted
are also used to model its bite.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Black Heart’s Venom


Cost: 3m; Mins: Essence 3, Medicine 3; Type: Reflexive
Keywords: Combo-OK, Poison, Taint
Duration: Indefinite
Prerequisites: Life-Mocking Assembly, Venom-Bleeding Agony
Drawing upon his refined understanding of poisons and the destruction they
may wreak upon the living body, the Abyssal transforms himself into a font of lethal
venom. His heart pumps out blood in a shade closer to black than red, which is

171
slightly sticky and tends to coat surfaces it strikes rather than dripping offand this
blood is lethally toxic. The Abyssals blood becomes a poison with the following
traits: (7L/hour, 3, /, -2), which must be ingested or introduced into an open wound
or other vulnerable portions of the body (such as the eyes) to take effect. Due to its
viscosity, the Abyssal may open a small wound upon his body (inflicting one level of
lethal damage) and use his blood to coat one weapon, or up to his Stamina rating
in arrows or tiny throwing weapons such as shuriken. Any living being slain with
this poison in his system rises one hour later as a zombie identical to those created
through Charms:Life-Mocking Assembly Life-Mocking Assembly.
Alternately, the Abyssal may learn this Charm as a Taint. This makes all of his
bodily fluids permanently poisonousparamours beware.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

The Risen Hunger


Cost: - (+2m); Mins: Essence 3, Medicine 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Cannibalistic Renewal Incitement, Life-Mocking Assembly
This Charm permits the Abyssal to pay a two-mote surcharge when animating
a zombie with Charms:Life-Mocking Assembly Life-Mocking Assembly. The walking
dead enhanced in this fashion are infectious and possessed of a great hunger for the
flesh of the living (though they still obey the Abyssals orders, including orders not to
indulge this craving). Any living individual slain by the zombie will rise again within
1-10 minutes as a non-infectious zombie extra. These extras are also possessed of the
risen hunger, but are neither infectious nor under the Abyssals control. Extras lose
their animation after one day has passed during which they are unable to consume
the flesh of the living.
At Essence 4+ and again at each subsequent Essence rating, the Abyssal may
enhance the Charm with one of the following options:
* Zombie extras rise under the Abyssals control, obeying orders as though created
through Life-Mocking Assembly
* Zombie extras are infectious, as though enhanced with The Risen Hunger. All
of their victims, and the victims of their victims, and so on, also rise as infectious
undead if the Abyssal has Essence 6+; otherwise, the victims of the second wave of
zombies are not infectious.
* Zombie extras may persist for an additional day without feeding before they lose
their animation. This option may be selected multiple times as the Abyssal rises in
Essence.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Blood’s Price Repaid


Cost: 3m+; Mins: Essence 3, Medicine 5; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisites: Cannibalistic Renewal Incitement

172
The world will not kill itself; the Neverborn know this, and so they permit the
Abyssal the power to raise themselves and others to the slaughter once again.
The Abyssal must touch their target and roll Intelligence + Medicine. The injuries
of the target are wrapped in coruscating balls of purple light and wherever they touch,
the target experiences wracking pain and lingering agony. A number of bashing health
levels equal to the successes rolled are healed instantly. This costs 3m for up to 3
bashing health levels and 1m for each additional level. For every 3 bashing health
levels (or fraction thereof) that the Abyssal heals, this Charm inflicts a 1L damage
onto the target. The damage manifests in a manner of the Abyssal’s choosing.
The target need not be willing, but must possess levels of bashing damage for this
Charm to work. This Charm is explicitly allowed to be in a Combo with Charms of
other Abilities.
At Essence 4+, the Abyssal may elect to drain 1wp instead of inflicting 1L damage
for every 3 bashing health levels healed. Draining the willpower from the victim is
a Shaping effect. Whichever option is used, it must be chosen when the Charm is
activated and cannot be changed without another activation of the Charm. Both
forms of healing inflict excruciating pain on the target, though the latter version
inflicts wounds upon the soul rather than the body.
Source: Goddessgood

Bone Graft Techinque


Cost: 5m; Mins: Essence 3, Medicine 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror, Obvious, Spectral, Touch
Duration: Instant
Prerequisites: Glorious Carnage Typhoon, Charnel Chirurgeon Deftness
This Charm fashions an enduring, fully functional and necrotic prosthesis to
replace a target’s missing organ. Replacing a majority of a mortal’s body with these
prostheses makes them Creature of Death creatures of Death.
This Charm is the Abyssal Mirror of the Solar Charm Wholeness-Restoring Med-
itation.
Source Manual of Exalted Power: Abyssals, p. 160-161.
Source: Manual of Exalted Power: Abyssals

Bone Graft Techinque


Cost: 5m; Mins: Essence 3, Medicine 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror, Obvious, Spectral, Touch
Duration: Instant
Prerequisites: Glorious Carnage Typhoon, Charnel Chirurgeon Deftness
This Charm fashions an enduring, fully functional and necrotic prosthesis to
replace a target’s missing organ. Replacing a majority of a mortal’s body with these
prostheses makes them Creature of Death creatures of Death.
This Charm is the Abyssal Mirror of the Solar Charm Wholeness-Restoring Med-
itation.
Source Manual of Exalted Power: Abyssals, p. 160-161.
Source: Manual of Exalted Power: Abyssals

173
Bone Graft Technique
Cost: ; Mins: Essence 3, Medicine 3; Type: Permanent
Keywords: Touch, Mirror (Wholeness Restoring Meditation)
Duration: One Scene
Prerequisites: Charnel Chirurgeon Deftness
The Unclean know the frailties of living flesh in more detail than any other;
better to strip such weakness out and replace it. Abyssal Exalted with this Charm
can cure any Crippling effect, by stripping out the faulty body-part (if it is still
attached) and replacing it with dead flesh. This Charm guarantees that any attempt
they make to treat such an effect is considered supernatural, provided they have access
to enough unliving tissue to supplement the targets own faulty meats. This tissue
need not come from the same species as the target, and need not even come from
the same body part as the one being treated. However, despite being functional,
it remains as dead as before; a mortal with more undead tissue than living tissue
becomes a creature of death and a creature of darkness.
If the Exalts player rolls five or more successes on a Medicine roll for the Abyssal
to treat an ordinarily incurable Crippling effect, such as limb amputation or Charm-
induced paralysis, she can spend five motes and restore the patient, replacing de-
stroyed limbs, etc, with an undead equivalent. As with a normal Crippling effect, this
requires that the Abyssal have access to enough unliving tissue to replace the body
part in question, and does not require that the tissue come from the same body part
as the one being treated. However, this Charm does not disguise the appearance of
the replacement tissue, which can result in unsettling and even Obvious effects, as
giblets are re-formed into gore-coloured eyes, stapled-on intestines weave themselves
into a functional but grotesque arm, or a skeletal leg is attached to a living body,
delicate gears of cartilage spontaneously forming at its joints.
Treating Crippling injuries in this fashion is a dramatic Medicine-based action
that takes one hour unless sped by a stunt or Charm; if the Exalt has access to
Craft (Necrotech), he may enhance this roll with Craft Charms as though they were
Medicine Charms. It takes the patient a full day of convalescence to recover from
otherwise permanent damage such as lost limbs or blindness, as they synchronise
with their new undead tissue.
As a final benefit, this Charm adds one automatic success to all attempts to apply
a Necrotech prosthetic. Note that the operation performed by this Charm lacks much
actual technology, and therefore does not benefit.
At Essence 4+, the Abyssal can treat any mutations inflicted by the Wyld as a
single Crippling effect for the purposes of this Charm, allowing him to invasively
remove them, withering them with his own necrotic Essence before replacing the lost
tissue with dead flesh.
This Charm is the Abyssal Mirror of the Solar Charm Wholeness-Restoring Med-
itation.
Source: Revlid

Vision of Unrelenting Darkness


Cost: 3 motes; Mins: Essence 3, Medicine 3; Type: Reflexive
Keywords: Combo-OK, Mirror (Incandescent Vision of Infections; ”’Revised Ex-
alted”’, p.220)
Duration: One scene

174
Prerequisites: Pitiless Triage Judgment
Darkness and death were built into the birth of every mortal across creation.
Finding the traces of it is merely the first step toward unleashing its greatness back
upon them. This charm allows the Abyssal to see all illnesses as shaded configurations
of darkness in and on all those he sees. Diseases he knows are easily recognized as
certain configurations of shadow, while those that are unknown are mysteries just
waiting to be solved. Every turn the character can use one miscellaneous action
with a Perception+Medicine roll to learn an unknown disease he can see in someone,
difficulty equals the difficulty to treat the illness magically, although only one attempt
can be made each day against any one specific disease. This is at -1 difficulty if
someone who already knows the disease is also explaining it to the character as he
studies it.
Source: Upaatk

Homicide is Painless
Cost: 3m; Mins: Essence 3, Medicine 4; Type: Reflexive
Keywords: Taint (4xp), Combo-OK, Touch, Stackable, Compulsion, Poison
Duration: Instant
Prerequisites: Any Medicine Excellency
Every Deathknight is bound by one thing: they have all agreed to murder the
world. However, as much as the Neverborn might wish otherwise, they needn’t be
cruel about it.¡p¿
As he activates this charm for the first time in a scene, the Abyssal feels a reaf-
firming peace as he wholeheartedly understands that it is within his power to end the
suffering of all he sees. His enlightenment deadens the pain of all he touches; targets
of this charm suffer a -2 internal penalty to all touch-based perception roll for each
application of this charm. This penalty lingers for the rest of the scene. ¡/p¿
The numbing anesthetic also reduces wound penalties for targets by an equal
amount for non-physical actions; while it restores no functionality to wounded bone
and muscle, a scholar under its effects could very well debate and lecture with clear
mind through her own vivisection (The Storyteller is free to adjudicate a distraction
penalty, however, and if further health levels of damage are inflicted, any further
discussion may have to wait until the hun is available to pick up where they left
off).¡p¿
However, the epiphany born from this charm is compelling, and the deathknight
finds difficulty dismissing his enlightenment: while this charm is active, the Abyssal
must supress Compassion (regardless of her score in this virtue) not to kill any target
of this charm wounded to below (the Deathknight’s Essence) remaining Health Levels
at the earliest opportunity, and put a lasting end to their pain. This charm does not
otherwise alter the Abyssal’s virtues; if he accedes to his Compassion, he still must
be as benevolent about it (or not) as his virtue would otherwise demand.¡/p¿
The Taint power for this charm permanently grants the Abyssal his numbing touch,
and permanently alters his Compassion as described in this charm, save that it applies
to everyone the Abyssal encounters who has been sufficiently wounded, including those
who have not yet been affected by his anesthetic hands.
Source: Mockery

175
Ivory Whirlwind Restoration
Cost: 5m, 1wp; Mins: Essence 3, Medicine 5; Type: Simple
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Bloodthirsty Arrow, Life-Mocking Assembly, Bone Graft Tech-
nique
This Charm tears apart convenient corpse-parts to form prostheses for any
organs the Abyssal lacks.Source Manual of Exalted Power: Abyssals, pp. 161-162.
Source: Manual of Exalted Power: Abyssals

Ivory Whirlwind Restoration


Cost: 5m, 1wp; Mins: Essence 3, Medicine 5; Type: Simple
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisites: Bloodthirsty Arrow, Life-Mocking Assembly, Bone Graft Tech-
nique
This Charm tears apart convenient corpse-parts to form prostheses for any
organs the Abyssal lacks.Source Manual of Exalted Power: Abyssals, pp. 161-162.
Source: Manual of Exalted Power: Abyssals

Flesh-Fed Invasive Elective


Cost: 1lhl or 3m; Mins: Essence 3, Medicine 5; Type: Reflexive
Keywords: Combo-OK, Sickness
Duration: Instant
Prerequisites: Dance Of Shadow Stitch-Worms
The Abyssal allows the writhing surgical crew that populates his innards to in-
dulge their less constructive appetites, suffering through their crunching and gnawing
in exchange for the spectral energy they grant him. While he is infested with stitch-
worms, this Charm grants the Abyssal an empty Overdrive pool with a capacity of
five motes. Upon activating this Charm, the Abyssal suffers one level of unsoakable
lethal damage, and immediately respires three offensive motes. After activating this
Charm at least once in the scene, the Abyssal may freely reduce its cost to one die of
unsoakable lethal damage, but reduces the offensive motes he gains to one if he does
so.
The Abyssal may also activate this Charm at a cost of three motes, targeting
a patient infested with his stitch-worms within the same realm of existence. If he
does so, the spectral maggots immediately engage in a suicidal frenzy of overfeeding,
inflicting (Medicine + Essence) dice of unsoakable lethal damage as a Sickness effect
before expiring.
Source: Revlid

Thread Hydra Motion


Cost: 4m; Mins: Essence 4, Medicine 5; Type: Reflexive
Keywords: Combo-OK, Obvious, Taint
Duration: One Scene
Prerequisites: Flesh-Fed Invasive Elective
The Abyssal may activate this Charm whenever he is infested with stitch-worms,

176
as they burst from his arms like stringy black whips, tipped with drooling mandibles.
The Abyssal immediately loses his current clutch of stitch-worms, and sprouts a
number of stitch-whips equal to his current arms, which he may reflexively wield or
retract into his body for the rest of the scene. Stitch-whips are exceptional whips
that cause lethal damage, have a range of (Essence x 2) yards, and possess the N tag.
They can also be used as exceptional Medicine tools of any kind.
The Abyssal may use Touch effects with the Sickness or Poison keyword (or those
generated by Medicine Charms) through the stitch-whips as though they were his
actual hands.
The Abyssal may purchase this Charm as a Taint effect, granting him constant
access to the stitch-whips without the need to expend motes or stitch-worms, as
they wind themselves inextricably about his body. The downside of this Taint is the
Obvious ropey stitches that now cross the Abyssals skin, wriggling occasionally even
when the whips are not in use.
Source: Revlid

Broken Toys Riposte


Cost: Damage modifier + 1m; Mins: Essence 2, Melee 3; Type: Reflexive (Step
9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisites: Vengeful Riposte
This Charm can corrode any mundane weapons that the weapon of the Abyssal
using this Charm parries, and artifact weapons can be ripped from the user’s hand.
Source Manual of Exalted Power: Abyssals, p. 130.
Source: Manual of Exalted Power: Abyssals

Biting Shadow Razor


Cost: (+1wp); Mins: Essence 3, Melee 4; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Artful Maiming Onslaught
This Charm permanently enhances its prerequisite, allowing a deathknight to
spend an extra point of Willpower to fully amputate the limbs of Exalted victims even
if they have the same or higher permanent Essence. The Charm becomes Obvious
when enhanced in this way.
This Charm is the Abyssal Mirror to the Solar Charm Glorious Golden Edge.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Biting Shadow Aegis


Cost: ; Mins: Essence 2, Melee 2; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites:
Deathknights turn even their safeguards into weapons. Normally, a shield is
an improvised weapon, with Accuracy -3, Rate 1 and dealing a base bashing damage

177
equal to the hand-to-hand DV bonus it provides. Spiked shields inflict lethal instead.
This Charm permanently enhances the Exalts use of shields as weapons, increasing
their Accuracy to 0 and, if it would be lower, their damage to equal his permanent
Essence.
This Charm is the Abyssal Mirror of the Solar Charm Pressing the Golden Es-
cutcheon.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Abyssal Repulsion Transcendence


Cost: ; Mins: Essence 6, Melee 6; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Eye of the Tempest, Fluttering Moth Defense
Through the deathknights frightening mastery of nihilism, the yawning maw of
the Void consumes the potential for others to harm her. While Eye of the Tempest is
active, activating Death-Deflecting Technique does not count as a Charm use for the
purposes of activating other Charms or Combos.
This Charm is the Abyssal Mirror of the Solar Charm Divine Bulwark Mastery.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Blood-Soaked Expertise
Cost: 7m; Mins: Essence 2, Melee 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Five Shadow Feint
With workmanlike efficiency or gleeful vigor, the Abyssals have a propensity
for natural and easy killing. For the rest of the scene the deathknight reduces the
multiple action penalties his Melee attacks suffer by three.
Repurchasing this Charm at Essence 4+ allows it to lower multiple action penalties
by (Essence) instead of three.
This Charm is the Abyssal Mirror of the Solar Charm Whirling Dervish Method.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Crumbling Soul Pollution


Cost: (+1lhl); Mins: Essence 4, Melee 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Soul-Cleaving Wound
Giving up a part of his necrotized soul, the Abyssal passes on the taint of
the Void to his target, bolstering the effects of Soul-Cleaving Wound. By adding
a lethal health level to the cost of the Charm, the trait damage inflicted by Soul-
Cleaving Wound becomes permanent even for the Exalted and can not be replaced?
with experience expenditures; the maximum value of the damaged trait is reduced by

178
one. Exalted and other Essence-users suffering from such an effect, though they no
longer heal the trait loss, still do not respire motes or heal levels of damage for a day
after suffering the wound.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Blood-Streaked World Artistry


Cost: 5m per Magnitude, 1wp; Mins: Essence 5, Melee 5; Type: Simple
Keywords: Combo-OK, Mirror, Obvious, Spectral, War
Duration: Instant
Prerequisites: Thousand Wounds Feinting, Ebon Lightning Prana
When ones existence is as tenuous as the half-dead, half-alive Abyssal Ex-
alted, can anyone be truly certain they exist, and if so where they are? When the
deathknight activates this Charm, he disappears in a cloud of acrid smoke, reappear-
ing out of a similar cloud before every enemy up to (Essence x 10) yards from his
starting point that he can see and cares to strike. The Exalt makes a single Dexterity
+ Melee attack that is applied against every one of his chosen foes, before settling
back into staid existence in front of any one of his targets. The raw damage of this
attack is doubled in Step 7 of combat resolution. This Charms mote cost is five per
point of Magnitude that the group of collected enemies would make up. In mass
combat, this attack is applied against a target unit a number of times equal to its
Magnitude, but the attack neither benefits from any complementary unit the Exalt
leads nor does it suffer penalties due to the Magnitude of the target unit.
Exalts with Essence 6+ may increase the cost of this Charm by one Willpower
to expand its range to (Essence x 100) yards, or one mile at Essence 8+. Another
purchase of this Charm at Essence 6+ reduces its mote cost to three per Magnitude.
This Charm is the Abyssal Mirror of the Solar Charm Sharp Light of Judgment.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Dual Slaying Style


Cost: (+2m per attack); Mins: Essence 3, Melee 4; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Blood-Soaked Expertise, Unfurling Iron Lotus
Near an Abyssal, bodies litter the ground like leaves. Whenever an Exalt with
this Charm uses an Extra Action Charm to make a flurry of Melee attacks with
more than one weapon, he may increase the number of attacks in the flurry. The
deathknight chooses one of his weapons whose Rate is added as further attacks,
paying two motes for each of these additional actions, each one being made with
the weapon whose Rate is modifying the flurry.
This Charm is the Abyssal Mirror of the Solar Charm Petal-Strewn Warrior Path.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Endless Cruelty Prana


Cost: ; Mins: Essence 6, Melee 5; Type: Permanent

179
Keywords: None
Duration: Permanent
Prerequisites: Soul-Cleaving Wound
This Charm permanently enhances the deathknights Soul-Cleaving Wound and
Artful Maiming Onslaught, removing the Willpower cost from both of those Charms.
If the Abyssal has learned Biting Shadow Razor he still must pay Willpower to am-
putate the limbs of Exalted with equal or higher Essence.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Eightfold Steel Walls


Cost: ; Mins: Essence 2, Melee 3; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Elegant Flowing Deflection
The eight principle directions of threatening action are just as meaningless to
the Abyssal as life itself. When using Elegant Flowing Deflection, in addition to
ignoring penalties to DV, if the Exalt is wielding more than one weapon she adds two
of her weapons Defense to her pool to determine her Parry DV.
With this Charm and Essence 3+ an Exalt may replace the Defense bonus of one
of her weapons with her Essence rating when using Elegant Flowing Deflection, if it
would be higher. Even Abyssals with only one weapon may do so.
This Charm is the Abyssal Mirror of the Solar Charm Steel Curtain Dance.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Effortless Slaughter Maneuver


Cost: 4m; Mins: Essence 4, Melee 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious, Spectral
Duration: Instant
Prerequisites: Savage Shade Style, Five Shadow Feint
Their dark powers resplendent above all others, none can withstand the bloody
onslaught of the Abyssal Exalted. An attack supplemented with this Charm can not
be dodged or parried.
This Charm is the Abyssal Mirror of the Solar Charm Onrushing Finality Maneu-
ver.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Hungry Blade Art


Cost: ; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror
Duration: One scene
Prerequisites: , Blood-Soaked Expertise (x2)
This Charm permanently enhances the Exalts Blood-Soaked Expertise, allowing
the Abyssal to more easily slay her foes. While not truly a reflexive action, the first

180
Melee attack she makes during each action is treated as reflexive for purposes of
determining and inflicting multiple action penalties.
This Charm is the Abyssal Mirror of the Solar Charm Golden Blade Art.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Hatred to the Quick


Cost: ; Mins: Essence 3, Melee 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Resplendent Shadow Blade
This Charm permanently enhances any weapons the Exalt creates with its pre-
requisite, increasing the number of points he has to spend to build the weapon by
(his Essence) if it is Speed 3, or (his Essence x 2) if the weapon is Speed 5.
This Charm is the Abyssal Mirror of the Solar Charm Piercing Rays of Dawn
Meditation.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Torturous Vignette Punishment


Cost: ; Mins: Essence 3, Melee 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Artful Maiming Onslaught
With cold satisfaction, the Abyssal Exalted watch their foes futilely cling to
their lives. The Exalt may use Artful Maiming Onslaught to bleed her foes slowly,
allowing them to weaken before their compatriots eyes before finally dying. When
she enhances an attack in this way, instead of a Crippling effect, the Charm inflicts a
terrible form of bleeding (”’Exalted”’, p. 151), even when used with a weapon that
deals bashing damage. In the case of the Exalted, the difficulty to reflexively stop
the bleeding increases to (Abyssals Melee), and they must receive care like a mortal
to stop the bleeding necessitating a Wits + Medicine roll. Mortals can not stop the
bleeding in any way without magical aid, even if just an Excellency-enhanced roll
to stanch the bleeding. The difficulty to stanch bleeding caused by this Charm is
(deathknights Essence) for mortals and Exalts alike.
A second purchase of this Charm at Essence 4+ allows the deathknight to quicken
the loss of blood when she uses Artful Maiming Onslaught to inflict bleeding. The
target then suffers one lethal level of damage every (Stamina) actions instead of
minutes. This is always an optional enhancement.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Wicked Blade Mastery


Cost: 2xp, 1lhl; Mins: Essence 5, Melee 5; Type: Simple
Keywords: Combo-Basic, Obvious, Touch
Duration: Instant

181
Prerequisites: Torturous Vignette Punishment, Thieving Raiton Claws
This Charm targets a Melee weapon that the Abyssal owns, investing it with
some of his necrotic energy. Forever after, no other person may own the weapon,
and the mote cost for the deathknights Blade-Summoning Gesture is reduced to zero
when summoning the weapon. Worse, when the Exalt wields the weapon it bites
deeper, inflicting an extra number of lethal health levels of damage in Step 10 of
attack resolution equal to half the Exalts Essence with any successful attack that
rolls at least one die of post-soak damage.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Creation-Slaying Holocaust Blade


Cost: 5m, 1wp; Mins: Essence 6, Melee 6; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Life-Severing Blade
This Charm adds (Essence) dice of raw damage and allows the Solar to turn
those into automatic damage. At Essence 7+, this effect can be used against objects
and structures. At Melee 9+, with a surcharge, this allows the user to further augment
the automatic damage.
A second purchase of this charm at Melee 8+, Essence 8+, this Charm can be
stored for future use. At Essence 9+ the user can store this effect multiple times. See
the full text of the Charm for details.
This Charm is a Mirror of the Solar Charm World-Scarring Solar Glory
Source Glories of the Most High: The Unconquered Sun, p. 23.
Source: Glories of the Most High: The Unconquered Sun

Careless Maiming Backhand


Cost: 2m, 1wp; Mins: Essence 2, Melee 4; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisites: , Five Shadow Feint
If a Deathknight cannot cut down his foes, then he will settle for maiming and
mutilating all they love and care for. The Abyssal may activate this Charm whenever
an attack he makes misses. Doing so allows him to make a Melee counterattack
against any character within range other than the original target of his attack, adding
automatic successes equal to the Essence of his original target to the attack roll as he
turns their own strength against their allies. Note that this Charm is exceptional in
that the Abyssal can only invoke it to make a counterattack during his own attack,
rather than a foes.
Source: The Demented One

Legend-Sundering Spite
Cost: ; Mins: Essence 5, Melee 5; Type: Permanent
Keywords: Obvious, Shaping
Duration: Permanent
Prerequisites: , Broken Toys Riposte

182
All heroism shatters before Oblivion. This Charm upgrades Broken Toys Ri-
poste. Whenever the Abyssal activates it and successfully disarms a foe of an attuned
artifact weapon, that characters attunement to the weapon is broken as a Shaping
effect, as necrotic essence wreathes it with baleful light.
Source: The Demented One

Skull-Cleaving Executioner Style


Cost: 6m, 1wp; Mins: Essence 4, Melee 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Heavenly Wind Unsheathed)
Duration: Instant
Prerequisites: , Five Shadow Feint
With a flick of his wrist, the Abyssal carves flesh and saws through bone, his
blade biting and tearing away the tendons and ligaments that hold his foe together.
When his vicious onslaught is concluding, the corpses of his slain victims fall apart
before him. This Charm supplements a flurry of Melee attacks. Each attack in
the flurry inflicts an onslaught penalty on its target equal to the total number of
Melee attacks the Solar makes against them with that flurry, rather than the normal
cumulative value, to a maximum of -10. If the normal cumulative penalty for an
attack would exceed this maximum, then it is used instead.
Source: The Demented One

Splattering Ribcage Harvest


Cost: 15m, 1wp; Mins: Essence 3, Melee 5; Type: Reflexive
Keywords: Combo-Basic, Mirror (Shining Razor Wind), Obvious
Duration: One scene
Prerequisites: Artful Maiming Onslaught
The Deathknight is a virtuoso of agony, every battlefield he leaves a master-
piece painted in bloody carcasses. Invoking this Charm, the Abyssal empowers a
single melee weapon with Artful Maiming Onslaught for a scene, rather than a single
attack. In addition, the Abyssal suffers no external penalty for using Artful Maiming
Onslaught. He must still pay a point of Willpower whenever he damages a character
in order to inflict an amputation upon them.
Source: The Demented One

Flesh-Slicing Surprise
Cost: 3m (+1wp); Mins: Essence 3, Melee 5; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: , Five Shadow Feint
With a practiced flick of his wrist, the Deathknight can turn the lightest stroke
into a deathblow. The Abyssal may pay a point of Willpower in Step 3 of a Melee at-
tack enhanced by this Charm to deal a sure blow, causing the attack to automatically
hit. If it would normally have missed, it is treated as having 0 threshold successes for
calculating raw damage.
Source: The Demented One

183
Better Killer Demonstration
Cost: (+1m); Mins: Essence 3, Melee 4; Type: Permanent
Keywords: Counterattack, Mirror (Dawning Retribution Arc)
Duration: Permanent
Prerequisites: , Vengeful Riposte
Nothing is better made for the act of murder than the Abyssal Exalted. They
are the standard by which all lesser violence is measured, and found insufficient. This
Charm upgrades Vengeful Riposte. Whenever the Abyssal activates it in response to
an attack made as part of a flurry, he may pay a surcharge of one mote. Doing so
allows him to make a single Melee-based counterattack against each attack made as
part of that flurry, extending the duration of the Charm to one tick. If the Abyssal
knows Broken Toys Riposte, this Charms benefits also apply to it, allowing him to pay
an additional mote to respond to every attack in a flurry with a new counterattack
aimed to sunder the offending weapon. This Charm may also improve other Abyssal
Melee Charms that grant counterattacks, at the Storyteller’s discretion.
Source: The Demented One

Soul-Bleeding Umbral Knife


Cost: ; Mins: Essence 5, Melee 5; Type: Permanent
Keywords: Mirror (Empyrean God-Sword Blessing)
Duration: Permanent
Prerequisites: , Resplendent Shadow Blade
This Charm weaves the Abyssals own hatred and sorrow into the weapon he
summons with Resplendent Shadow Blade, binding the Deathknight and his sword as
one. This Charm adds the Abyssal’s Essence to the Accuracy, Damage, and Defense
of any weapon he summons with Resplendent Shadow Blade, although no value may
exceed his (Melee x 2). In addition, whenever the Abyssal drains Willpower from a
victim with the weapon summoned by Resplendent Shadow Blade, he recovers a single
point of Willpower. An Abyssal with Melee 6 may purchase this Charm a second time,
reducing the mote cost to activate Resplendent Shadow Blade to a single mote, or
two motes to summon paired blades.
Source: The Demented One

Grim Essence Reaver


Cost: ; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Crippling
Duration: Permanent
Prerequisites: , Soul-Cleaving Wound
Gouging at the essence core of his foe, the Abyssal can cut away their super-
natural puissance. This Charm upgrades Soul-Cleaving Wound, expanding the range
of effects he may inflict with it to include maiming his foes Charms. If he chooses
this option, then a successful attack that inflicts damage allows the Abyssal to learn
what Charms his victim has active. He may choose to terminate the duration of any
of these Charms by paying a single mote for each Charm he wishes to cancel out.
Permanent Charms cannot be negated by this effect, nor can Charms with a duration
of Instant.
Source: The Demented One

184
Meticulous Dissection Style
Cost: 1m; Mins: Essence 3, Melee 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Mountain-Cleaving Method)
Duration: One action
Prerequisites: Artful Maiming Onslaught
Every stroke of the sword slays a foe, every slain foe fills a grave, every filled
grave feeds the Neverborn, and the Neverborn will end this world. This minimum
damage of all attacks the Abyssal makes for a single action is increased to (Essence
x 2).
Source: The Demented One

Genocidal Monster Smile


Cost: ; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror (Conquering Hero Blade)
Duration: Permanent
Prerequisites: , Life-Severing Blade
The Deathknights are consecrated, unhallowed weapons against the world of
the living. Their every whim is massacre, their every sword-stroke genocide. This
Charm upgrades Life-Severing Blade. The Abyssal may activate it at a cost of six
motes to render his attack both unblockable and undodgeable against any enemy,
rather than only against mortals, ghosts, and the Fair Folk. Furthermore, when using
it against mortals, ghosts, and the Fair Folk, a successful attack adds one to its
post-soak damage.
Source: The Demented One

Blood Sheath, Mortal Carcass


Cost: ; Mins: Essence 3, Melee 3; Type: Permanent
Keywords: Obvious
Duration: None
Prerequisites: Void Sheath Technique
The Abyssal Exalted can hardly draw their blades without cutting down the foes
of Oblivion. This Charm permanently enhances the Abyssal’s Void Sheath Technique
Charm. Whenever the Deathknight summons a weapon he has stored with the Void
Sheath Technique, he may choose not to summon it back to his hand, but within the
very flesh of any mortal within (Essence x 10) yards. The weapon bursts through
the mortal’s body before flying to the Abyssal’s hand, dealing (Essence + Weapon
Damage) dice of damage that ignore soak and hardness from armor, as an undodgeable
and unblockable attack that succeeds without need for an attack roll. Extras are
instantly killed by this, exploding in a fountain of streaming blood and excessive
gore. All mortals who witness this display must pay a point of Willpower or suffer
a -2 penalty on all non-reflexive actions for the rest of the scene, horrified by the
Abyssals brutality.
Source: The Demented One

Steel’s Hunger Sated


Cost: 1m; Mins: Essence 2, Melee 3; Type: Supplemental
Keywords: Combo-OK, Mirror (Armor-Cutting Chop)

185
Duration: Instant
Prerequisites: , Savage Shade Style
Against the bloodlust of the Abyssal Exalted there can be no defense. No
matter what walls their prey hide behind, what armor they enclose themselves in, the
Deathknights will pry them free of it, and feast upon their flesh. An attack enhanced
by this Charm ignores all Hardness from armor. At Essence 4, the Abyssal may pay
a surcharge of two motes to also ignore all soak from armor.
Source: The Demented One

Blade-Quickening Hatred
Cost: ; Mins: Essence 2, Melee 4; Type: Permanent
Keywords: Mirror (Iron Vengeance Stance)
Duration: Permanent
Prerequisites: , Vengeful Riposte
Revenge is second nature to the Abyssal Exalted. The Deathknight no longer
suffers counterattack penalties to his DVs for making counterattacks granted by any
Abyssal Melee Charm. In addition, if he makes such a counterattack in response to
an attack that inflicted post-soak damage, he adds three dice to the base damage of
his own attack.
Source: The Demented One

Throat-Slitting Prana
Cost: 2m; Mins: Essence 2, Melee 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror (Tiger-Hero Blade)
Duration: Instant
Prerequisites: Savage Shade Style
The Abyssal’s blade seems to grow sharper as he strikes, grinding its blade
against bone and flesh to deal a gruesome wound. The Abyssal may count 10’s as
two successes when rolling damage for an attack enhanced by this Charm. A second
purchase of this Charm requires Melee 5 and Essence 5, and allows the Abyssal to
treat rolled 10’s as three successes on the damage roll.
Source: The Demented One

Blade-Summoning Gesture
Cost: –(1m); Mins: Essence 2, Melee 2; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites:
This Charm grants the Abyssal the innate power to reach into shadows or hold
his hand above his head, and spend 1m as a reflexive action (Step 1 or Step 2) to
reach out of a shadow within (Essence x10) yards and pull a weapon he Ownership
owns through it, to him. If no other shadow is available, the weapon can fall into its
own and land in his upheld hand.
This Charm is the Abyssal Mirror of the Solar Charm Charms:(Segev) Call the
Blade Call the Blade.
The original Blade-Summoning Gesture is printed in: Source Manual of Exalted
Power: Abyssals, p. 129.

186
Source: Segev

Dipping in Ink Strike


Cost: 2m or 4m; Mins: Essence 2, Melee 3; Type: Simple (Speed 5)
Keywords: Combo-OK, Mirror (Iron Raptor Technique), Obvious
Duration: Instant
Prerequisites: (Segev) Blade-Summoning Gesture
The Abyssal plunges his weapon into a nearby shadow, and it emerges from
another up to (Essence x8) yards away, there to strike a hapless victim in melee range
of the destination shadow. Often, it is the victims own shadow that serves as a portal
to him. Some Solar Solars believe themselves safe when their Anima blazes at the
7m+ level, but they forget that the brightest lights cast the darkest shadows, and
a suitable two-die stunt can arrange for a shadow to be within striking distance of
anybody. At Essence 3, the Abyssal may choose to spend two additional motes to
distort his own shadow, forcing it to extend in spite of any light to stab the target
with its shadow blade. The Abyssals weapon becomes coated in the targets blood
as the shadow stabs the target or the targets shadow, giving it the alternative name,
Wetting the Blood-Pen.?
This is the Abyssal mirror to Charms:Iron Raptor Technique Iron Raptor Tech-
nique.
Source: Segev

Soul-Cleaving Wound
Cost: 2m (+3m, 1wp); Mins: Essence 1, Melee 3; Type: Reflextive (Step 1)
Keywords: Combo-OK, Crippling, Delay(10), Obvious, Stackable
Duration: Instant
Prerequisites: Artful Maiming Onslaught, Ravening Mouth of Melee
This Charm allows for attacks that injure the soul, not the body, affecting a
character’s non-physical Traits. ”See the text of the Charm for further details.”
The original version of this Charms:Soul-Cleaving Wound Charm is printed in:
Source Manual of Exalted Power: Abyssals, p. 128.
Source: Segev

Ebon Lightning Blade


Cost: 3m, 1 wp; Mins: Essence 4, Melee 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Blazing Solar Blade), Obvious
Duration: One Action
Prerequisites: Resplendent Shadow Blade
”This Charm entirely replaces Charms:Ebon Lightning Prana Ebon Lightning
Prana.
This Charm replaces Ebon Lightning Prana entirely, and rips Oblivion essence
from nearby shadows to coat the Abyssals weapon in crackling black energy. It
functions as its Solar Mirror, save that it lacks the Holy tag and deals aggravated
damage to any creature that is not a Creature of Death. If used in conjunction with
Charms:Dipping in Ink Strike Wetting the Blood Pen (which may be done without a
combo), that Charms range is extended to (Essence x10) as the Abyssal steps through
his distorted shadow to strike at his target personally.

187
This is the Abyssal mirror to Charms:Blazing Solar Blade Blazing Solar Blade.
The Charm this replaces was originally printed in: Source Second Edition Core,
p. 192.
Source: Segev

Sudden Murder Approach


Cost: 5m (+3m, 1 wp or +0m); Mins: Essence 3, Melee 5; Type: Simple
Keywords: Combo-basic, Delay(8), Illusion, Obvious
Duration: Instant
Prerequisites: Resplendent Shadow Blade
The Abyssals weapon flashes with such speed that observers might be wondering
when it actually moved. If combat has not been joined, he makes his attack before
anybody else rolls Join Battle. If others have similar go first? magics, they roll their
Essence to see who actually does. His attack is Unexpected if his target fails a
(Perception + Melee or Awareness) roll against a difficulty of the Abyssals Melee.
The attack does no damage unless the Abyssal pays the Delay cost in Step 8. If he
chooses not to, he may choose to spend no additional motes but make it a Charm
activation to create an Illusion that he didnt try anything. Those who do not spend 2
wp to see through the illusion are left believing themselves to be jumping at shadows,
and, if they had not already rolled Join Battle, may not do so in response to this
attack.
Source: Segev

Thieving Raiton Claws


Cost: 3m; Mins: Essence 2, Melee 3; Type: Simple
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: Instant
Prerequisites: (Segev) Blade-Summoning Gesture
The Abyssal causes shadows within (Essense x8) yards to distort into grasping,
bird-like shadows to snatch away a weapon and pull it into the darkness. The Abyssal
retrieves it much the way he does with this Charms prerequisite.
This Charm may be repurchased at Essence 4 to give the Abyssal the ability to
force wielders of attuned artifact weapons to spend a number of motes equal to the
Abyssals Essence or lose attunement to the artifact (and thus render it vulnerable to
this activation of this Charm). If the Abyssal has General Charm Ravening Mouth
of Melee active and the artifact is still attuned by the owner, he regains a number of
motes equal to his Essence.
The original version of this Charms:Thieving Raiton Claws Charm is in: Source
Manual of Exalted Power: Abyssals, p. 130.
Source: Segev

name PAGENAME
Cost: (+3m or +3m, 1wp); Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror (Guardian Sunfire Catechism)
Duration: Permanent
Prerequisites: Death-Deflecting Technique

188
A Deathkights skill in combat evolves into an unshakeable truth with all the con-
viction of a religion. When her resolve is challenged, her unholy blade becomes the
answer to all her enemys questions. This Charm enhances its prerequisite. The
Abyssal may opt to pay a three mote surcharge when activating Death-Deflecting
Technique, extending its duration to One tick. Abyssal with Essence 5+ may extend
the duration of Death-Deflecting Technique to One action by paying a three mote,
one Willpower surcharge. The Exalts weapon is seen to leave shadowy afterimages
that trail in the air as it eagerly rushes to meet all attacks. When using this Charm in
conjunction with Defend Other, the Abyssal must activate this Charm multiple times
to cover multiple allies, paying the Charms activation cost and surcharge separately
for each target she wishes to defend for One tick or One action. This Charm may
not enhance activations of Death-Deflecting Technique pre-loaded through Fluttering
Moth Defense.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Elegant Bloodletting Art


Cost: ; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror (Golden Destruction Cut), Obvious
Duration: Permanent
Prerequisites: Savage Shade Style
The controlled, elegant blows of the Abyssal Exalted bring forth great sheets
of blood from their victims, transforming battlefields into impromptu artistic perfor-
mances. This Charm acts as a permanent upgrade to Charms:Savage Shade Style
its prerequisite, allowing the Abyssals player to count extra successes on the attack
roll three times rather than twice for the purpose of determining raw damage. A
second purchase, at Melee 6+, allows extra successes to be counted four times rather
than three, while a third purchase at Melee 8+ allows extra successes to be counted
five times. A fourth and final purchase at Melee 9+ causes each extra success to be
counted ten times for the purpose of determining raw damage.
Source Lords of Creation
Source: Lords of Creation

Elegant Bloodletting Art


Cost: -; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror (Golden Destruction Cut)
Duration: Permanent
Prerequisites: Savage Shade Style
The controlled, elegant blows of the Abyssal Exalted bring forth great sheets
of blood from their victims, transforming battlefields into impromptu artistic perfor-
mances. This Charm acts as a permanent upgrade to Charms:Savage Shade Style
its prerequisite, allowing the Abyssal’s player to count extra successes on the attack
roll three times rather than twice for the purpose of determining raw damage. A
second purchase, at Melee 6+, allows extra successes to be counted four times rather
than three, while a third purchase at Melee 8+ allows extra successes to be counted
five times. A fourth and final purchase at Melee 9+ causes each extra success to be

189
counted ten times for the purpose of determining raw damage.
”’Mirror Charm:”’ Golden Destruction Cut (Prerequisite: Hungry Tiger Tech-
nique). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

name PAGENAME
Cost: ; Mins: Essence 3, Melee 5; Type: Permanent
Keywords: Mirror (Perfected Battle Array), Native
Duration: Permanent
Prerequisites: —

Capable of mastering all forms of combat, an Abyssal need not limit herself to a
single weapon. This Charm permits Abyssals to easily carry the tools of their grim
trade forth into Creation, representing the Deathkights mastery of and kinship with
all forms of tactile Weapon Artifacts artifact weaponry. When Attunement attuning
multiple artifact weapons, the Abyssal commitment commits Essence to the weapon
with the highest attunement cost. All additional artifact weapons cost only a single
mote to attune. The Abyssal may attune artifacts up to double the mote cost of the
initial attunement. For example, she pays an attunement cost of five motes to attune
a a daiklave, and may now attune five additional weapons, each for a single mote,
provided each weapon has a commitment cost equal to or less than five motes. If she
attempts to add a weapon to her array which has a higher commitment cost than
the most expensive of her current weapons, the Abyssal pays the new cost, while the
original highest-cost weapon in her current panoply of attuned weapons releases all
but one of the motes committed to it.
The Deathknight may expressly use this Charm to reduce the attunement cost of
artifact weapons for use with combat abilities other than Melee, however it does not
reduce the cost to attune armor, N/A-rated artifacts or non-weapon artifacts.
At Essence 4+, once the Abyssal has attuned enough weapons to double the com-
mitment cost of the highest-cost weapon in her array, all additional artifact weapons
have an attunement cost of zero motes. At Essence 5+, the power of her attunement
expands further: the Deathknight may reach the threshold of zero mote attunement
after increasing her total commitment by only 50 percent, rounded up. For example,
at Essence 5+ the Solar attunes a daiklave for five motes. The next three weapons
she attunes will each cost a single mote, and all weapons beyond that will cost zero
motes.
”’Mirror Charm:”’ Perfected Battle Array. This Charm is identical to its Abyssal
counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

name PAGENAME
Cost: ; Mins: Essence 3, Melee 5; Type: Permanent
Keywords: Martial-ready (Martial Arts), Mirror (Perfect Blade Aegis), Native

190
Duration: Permanent
Prerequisites: Elegant Flowing Deflection, Five Shadow Feint

Having stood at deaths doorway once before, the Abyssal Exalted are well ac-
quainted with all paths which lead there, and may easily avoid them. The character’s
Melee-derived DVParry Parry DV is permanently raised by 2; this bonus counts as
dice added by a Charm.
”’Mirror Charm:”’ Perfect Blade Aegis (prerequisite: Bulwark Stance). This
Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

name PAGENAME
Cost: ; Mins: Essence 5, Melee 5; Type: Permanent
Keywords: Martial-ready (Archery, Martial Arts, Melee), Mirror (Inexorable
Swordsman Spirit), Native
Duration: Permanent
Prerequisites: Coiled Shadow Attitude
The hands of the Abyssal are steeped in the Essence of destruction; against
them, even the mightiest defense may only delay the inevitable. An Abyssal with this
Charm bleeds her unmitigated talent for killing into the air, making her killers nature
known. The Deathknights attacks render her targets hopeless to defend against them,
reducing targeted DVs by two on all attacks the Abyssal makes with her Melee dice
pool.
”’Mirror Charm:”’ Inexorable Swordsman Spirit (prerequisite: Blade Lair Disci-
pline). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Slashing Ghost Talon


Cost: 1 mote; Mins: Essence 2, Melee 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Furious Blade
This Charm allows the Abyssal Exalted Abyssal to regain Essence on a success-
ful attack.
Source Exalted: The Abyssals, p. 166.
Source: Exalted: The Abyssals

Crimson Banquet Method


Cost: 5 motes, 1 Willpower; Mins: Essence 2, Melee 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Slashing Ghost Talon

191
This Charm extends its prerequisite’s duration.
Source Exalted: The Abyssals, p. 167.
Source: Exalted: The Abyssals

Reaper of Men
Cost: 10 motes, 1 Willpower; Mins: Essence 2, Melee 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Crimson Banquet Method
This Charm covers the character in necrotic Essence, damaging anyone who
touches them. Hand-to-hand attacks become lethal and have additional damage.
Source Exalted: The Abyssals, p. 167.
Source: Exalted: The Abyssals

Soul-Searing Blow
Cost: 2+ motes; Mins: Essence 2, Melee 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Slashing Ghost Talon
This Charm allows the Abyssal Exalted Abyssal to damage a target’s Essence
or Willpower with an attack.
Source Exalted: The Abyssals, p. 167.
Source: Exalted: The Abyssals

Soul-Cleaving Strike
Cost: 10 motes, 1 Willpower, 1 health level; Mins: Essence 4, Melee 5; Type:
Simple
Keywords:
Duration: Instant
Prerequisites: Reaper of Men, Soul-Searing Blow
The Abyssal Exalted Abyssal makes an attack capable of damaging their oppo-
nent’s permanent Essence (trait) Essence.
Source Exalted: The Abyssals, p. 167.
Source: Exalted: The Abyssals

Corrosive Parry
Cost: Weapon damage + 1 mote; Mins: Essence 2, Melee 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Vengeful Riposte
The Abyssal parries an incoming attack, disintegrating mundane weapons.
Source Exalted: The Abyssals, p. 171.
Source: Exalted: The Abyssals

192
Attunement-Shattering Block
Cost: 3 motes, 1 Willpower; Mins: Essence 3, Melee 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Corrosive Parry
This Charm allows the Abyssal to break an opponent’s attunement to a magical
weapon.
Source Exalted: The Abyssals, p. 171.
Source: Exalted: The Abyssals

Incomparable Sentinel Stance


Cost: 3 motes, 1 Willpower; Mins: Essence 2, Melee 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Hundred Razor Circle
This Charm provides a perfect parry to any attack the Abyssal is aware of.
Source Exalted: The Abyssals, p. 171.
Source: Exalted: The Abyssals

Pinned Moth Tactic


Cost: 2m; Mins: Essence 3, Melee 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Crippling, Martial, Obvious
Duration: Instant
Prerequisites: Savage Shade Style
Some Abyssals are amused when their prey attempts to flee, and savor the
chase. Others find such exertions tedious, and use this Charm accordingly. This
Charm enhances an attack made with a weapon that inflicts lethal or aggravated
damage; if the attack successfully inflicts even a single level of damage, the Abyssals
weapon skewers the victims body, pinning them to the ground, a wall, a headstone
or some other piece of immobile scenery. The Abyssal may withdraw their weapon if
they wish; their anima leaves behind an Essence-forged duplicate, holding the victim
in place, which vanishes once they are freed by any means.
When pinned in this fashion, the victim is trapped in place and may not take any
action to move away. Pulling free requires a miscellaneous (Strength + Athletics)
roll at a difficulty of the Abyssals (Strength + 2). The successes gained on multiple
attempts to pull free are added together cumulatively, but the target may only make
one such attempt per action, and each attempt inflicts one automatic level of lethal
damage. If the victim is subjected to a knockback attack while rooted, this tears them
free of the pinning shadow, but inflicts an automatic three levels of lethal damage as
the weapon rips through their flesh. All secondary damage inflicted by Pinned Moth
Tactic ignores armor-based Hardness.
”Martial:” Archery, Martial Arts, Thrown.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Instant Murder Flash


Cost: 6m; Mins: Essence 3, Melee 5; Type: Extra Action

193
Keywords: Combo-OK, Martial, Obvious
Duration: Instant
Prerequisites: Time-Scything Technique
The Ash Child hones his blade into the vector of a thousand little deaths. The
skill of his attacks may hold his victims in thrall. This Charm allows the Abyssal to
create a flurry of attacks at his full dice pool directed at multiple opponents, with
a total Speed and DV penalty equal to the highest values for any one attack. This
attack ignores Rate. To activate this Charm, there must be one target within (Essence
x 5) yards of the Abyssal, and a second target within that same distance from the
first. The Abyssal vanishes into a black blur, scything through the body of his first
target before moving on to the next. He may attack up to (Dexterity + 3) times in
this fashion, moving up to (Essence x 5) yards between each attack to reach a new
victim. Each attack must be directed at a separate target.
Whenever the Abyssal inflicts at least one health level of damage with one of these
attacks, the targets soul is caught in an icy vacuum of relentless death, their life
held in abeyance for the duration of the attack. The victim becomes temporarily
Inactive for the duration of the tick on which he was struck, during which time he is
completely helpless to defend himself. (This Inactive state has no Speed value and
does not hasten or delay the victims next action tick.)
The victim experiences a sensation much like dying; he sees only darkness, and feels
nothing but the terror of an impending doom. This moment of death? is reversed
on the next tick: the character regains his consciousness and may resume acting.
Note that his recovery is not a predestined byproduct of this Charm; his return to
consciousness is fully dependent on him not being slaughtered on the tick in which
he goes inactive.
Instant Murder Flash holds victims on the precipice of death by exposing them
to the limitless scope of the deathknights talent for killing. This thrall lasts only
as long as the attack continues. If the Abyssal ends this attack prematurely, each
victim immediately recovers from Inactive status. The Abyssal may not re-apply
his damage via Charms or use free reflexive attacks on opponents made Inactive by
Instant Murder Flash. Interrupting Instant Murder Flash for any reason terminates
all suspension of its victims. This does not, however, prevent the Abyssals allies from
annihilating Inactive victims.
”Martial:” Martial Arts
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Blood Press Guillotine


Cost: - (2m, 1wp); Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Martial-ready, Obvious, Native
Duration: Permanent
Prerequisites: Instant Murder Flash
The deathknights killing arts are such that he may bring on death little by little,
or all at once. When the Abyssal has set three or more opponents to Inactive with
Instant Murder Flash, he may pay two motes, one Willpower at the end of the flurry to
unleash the Blood Press Guillotine. There is a momentary surge of nightmare forces,
a flash like white lightning, and the deathknight vanishes, surging across the field in
all directions to make a horrific simultaneous attack against each Inactive opponent.

194
This attack is made at the deathknights full dice pool and applied to all Inactive
targets. It ignores range and carries (Essence) automatic successes. The Abyssal may
enhance Blood Press Guillotine with offensive Charms fueled by Overdrive.
”Martial-ready:” Martial Arts
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

name PAGENAME
Cost: 3m; Mins: Essence 4, Melee 5; Type: Reflexive
Keywords: Combo-OK, Mirror (Blade Lair Discipline), Native
Duration: Once scene
Prerequisites: Death Well-Remembered

The Abyssal Exalted are living weapons; as they evolve into this role, they begin
to manifest the very threat they pose to their enemies, until no angle of attack seems
safe. Attacking a Deathknight with this Charm is dangerous at best, for her very
gestures, mannerisms, and glances carry all the import and possibility of a daiklaves
edge. This Charm imposes a -1 PenaltyExternal Penalties external penalty on all
attacks made against the Abyssal.
”’Mirror Charm:”’ Blade Lair Discipline (prerequisite: Perfect Blade Aegis. This
Charm is identical to its Abyssal counterpart.
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monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Eternal Warrior Disdain


Cost: (+4m); Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror, Obvious
Duration: One action
Prerequisites: Death-Deflecting Technique
This Charm permanently enhances the Abyssals Death-Deflecting Technique,
allowing him to increase its cost by four motes to improve its effects against a single
attacker. For the rest of the action the Exalt perfectly parries any attacks from that
attacker which are not unexpected, even those that are unblockable. The Flaw of
Abyssal Invulnerability of the deathknights Death-Deflecting Technique applies to all
such blocks. This Charm ends prematurely if the character is disarmed of his Melee
weapons.
Another purchase of this Charm at Essence 5+ allows the deathknight to increase
the cost further by one Willpower. The Abyssal then parries all attacks of which he
is aware for the rest of the action, not just those from a single attacker.
This Charm is the Abyssal Mirror of the Solar Charm Indomitable Puissance.
Source: Plague of Hats

Furious Blade
Cost: 1 mote per die; Mins: Essence 1, Melee 1; Type: Supplemental
Keywords:
Duration: Instant

195
Prerequisites:
Allows the Abyssal Exalted Abyssal to add dice to an attack.
Source Exalted: The Abyssals, p. 165.
Source: Exalted: The Abyssals

Savage Shade Style


Cost: 1m; Mins: Essence 1, Melee 2; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: , Excellency Any Melee Excellency
This Charm allows the Abyssal Exalted Abyssal to inflict grievous wounds with
a melee weapon.
This Charm is the Abyssal Mirror of the Solar Charm Hungry Tiger Technique.
Source Manual of Exalted Power: Abyssals, p. 127.
errata-fix edition=Secondsource=Scroll of Errataprereq=None
Source: Manual of Exalted Power: Abyssals

Savage Shade Style


Cost: 1 mote; Mins: Essence 1, Melee 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Furious Blade
This Charm allows the Abyssal Exalted Abyssal to inflict grievous wounds with
a melee weapon.
Source Exalted: The Abyssals, p. 166.
Source: Exalted: The Abyssals

Unfurling Iron Lotus


Cost: 3m; Mins: Essence 2, Melee 3; Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Mirror (Unfurling Iron Lotus), Obvious
Duration: Instant
Prerequisites: One Weapon, Two Blows
The Abyssal makes a standard Melee attack at his full dice pool, and applies it
to all enemies within three yards; each target resolves defense and damage separately.
This Charm the Abyssal Mirror of the Solar Charm Peony Blossom Attack.
Source Scroll of ErrataCategory:Charms with Errata
Source: Scroll of Errata

Unfurling Iron Lotus


Cost: 2m per attack; Mins: Essence 2, Melee 3; Type: Extra Action
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Five Shadow Feint
This Charm grants the Abyssal the ability to make multiple attacks.
This Charm the Abyssal Mirror of the Solar Charm Peony Blossom Attack.
Source Manual of Exalted Power: Abyssals, p. 129.

196
Source: Manual of Exalted Power: Abyssals

Unfurling Iron Lotus


Cost: 3 motes per attack; Mins: Essence 2, Melee 3; Type: Extra Action
Keywords:
Duration: Instant
Prerequisites: Five Shadow Feint
This Charm grants the Abyssal the ability to make multiple attacks.
Source Exalted: The Abyssals, p. 168.
Source: Exalted: The Abyssals

Time-Scything Technique
Cost: 5m, 1wp; Mins: Essence 2, Melee 5; Type: Extra Action
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Unfurling Iron Lotus
This Charm allows the Exalt to make many Melee-based attacks quickly and
with undiminished prowess.
This Charm is the Abyssal Mirror of the Solar Charm Iron Whirlwind Attack.
Source Manual of Exalted Power: Abyssals, p. 129.
errata-fix edition=Secondsource=Scroll of Erratatext=At Essence 3+, the charac-
ter may select to levy fewer than (Dexterity + 1) attacks against her target, to a
minimum of zero attacks. She may also cancel her attack prematurely. For example,
when attacking a target which has a tick-long counterattack effect, she may decide to
end her flurry early to avoid further counterattacks.
Source: Manual of Exalted Power: Abyssals

Thousand Wounds Feinting


Cost: -; Mins: Essence 4, Melee 5; Type: Permanent
Keywords: Mirror
Duration: N/A
Prerequisites: Time-Scything Technique
This Charm enhances the effects of the Charms Unfurling Iron Lotus and Time-
Scything Technique.
This Charm is the Abyssal Mirror of the Solar Charm Invincible Fury of the Dawn.
Source Manual of Exalted Power: Abyssals, p. 129.
errata-fix edition=Secondsource=Scroll of Erratatext=This Charm no longer mod-
ified Unfurling Iron Lotus in any way. It modifies Time-Scything Technique by grant-
ing it two additional attacks, as well as two additional maximum attacks (for a total
of Dexterity + 3 attacks).
Source: Manual of Exalted Power: Abyssals

Void Sheath Technique


Cost: 1m; Mins: Essence 2, Melee 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Mirror
Duration: Indefinite

197
Prerequisites: Blade-Summoning Gesture
Committing some Essence, the Abyssal may store Elsewhere a Melee weapon
that she has used to inflict damage. She may then draw the weapon from Elsewhere
as if she still had it in her possession, or through the use of Charms such as Blade-
Summoning Gesture.
This Charm is the Abyssal Mirror of the Solar Charm Summoning the Loyal Steel.
Source Manual of Exalted Power: Abyssals, p. 129.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Merged,
Mirror (Summoning the Loyal Steel)text=”Merged:” Banished Bow Arsenal.
Source: Manual of Exalted Power: Abyssals

Void Sheath Technique


Cost: 1 mote; Mins: Essence 2, Melee 3; Type: Simple
Keywords:
Duration: Indefinite
Prerequisites: Blade-Summoning Gesture
Committing some Essence, the Abyssal may store Elsewhere a Melee weapon
that she has used to inflict damage. She may then draw the weapon from Elsewhere
as if she still had it in her possession.
Source Exalted: The Abyssals, p. 169.
Source: Exalted: The Abyssals

Resplendent Shadow Blade


Cost: 6m+, 1wp; Mins: Essence 3, Melee 4; Type: Simple
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: One Scene
Prerequisites: Blade-Summoning Gesture
The Abyssal Exalt fashions one or two glowing, terrible swords out of pure
Essence. They may be large and damaging or short and quick.
This Charm is the Abyssal Mirror of the Solar Charm Glorious Solar Saber.
Source Manual of Exalted Power: Abyssals, p. 129-130.
errata-fixedition=Secondsource=Scroll of Erratacost=3m, 1wp or 5m, 1wp-
text=”Replace the text of this Charm with the following:”
¡p¿The Essence of the Abyssal manifests in a weapon formed of Essence-hardened
shadows adorned or intertwined with corpse-elements. This blade inflicts aggravated
damage to creatures of the Wyld and slightly dims any light brought near it. The
Exalt can summon this weapon to her hand from anywhere it has fallen, as a diceless,
miscellaneous action.¡/p¿
¡p¿The character defines the form of her weapon upon purchasing this Charm.
Statistically, the weapon has traits equal to single or paired basic 1, 2 or 3-dot close-
range soulsteel artifact weapon (such as a daiklave, grimcleaver, or direlance) of the
players choice. Paired 1-dot weapons or a singular 2-dot weapon costs 3m. Paired
2-dot weapons or a single 3-dot weapon costs 5m. Brawling aides? such as smashfists
are not valid forms.¡/p¿
¡p¿Players wishing to have multiple options may purchase this Charm a number
of times equal to their characters Melee score, creating a different weapon with each
purchase.¡/p¿

198
¡p¿If the character possesses an Overdrive pool, she gains one offensive mote to
that pool each action while she is wielding Resplendent Shadow Blade. The character
must be in battle to benefit from the one mote drip. She may only benefit from one
drip from weaponry at a time.¡/p¿
¡p¿Additionally, this Charm may be purchased a second time to upgrade all
weapons that may be created through Resplendent Shadow Blade, granting them
the benefits detailed on page 130 of Manual of Exalted Power: Abyssals.¡/p¿
Source: Manual of Exalted Power: Abyssals

Elegant Flowing Deflection


Cost: 2m; Mins: Essence 1, Melee 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Void Sheath Technique, Excellency Any Melee Excellency
This Charm allows the Abyssal to concentrate fully on defending herself from
each attack from a single foe.
This Charm is the Abyssal Mirror of the Solar Charm Dipping Swallow Defense.
Source Manual of Exalted Power: Abyssals, p. 130.
errata-fixedition=Secondsource=Scroll of Erratakeywords=Combo-OK, Martial,
Mirror (Dipping Swallow Defense)prereq=Nonetext=This Charm negates penalties
to the Exalt’s Melee-derived Parry DV.
¡p¿”Martial:” Martial Arts¡/p¿
Source: Manual of Exalted Power: Abyssals

Elegant Flowing Deflection


Cost: 2m; Mins: Essence 1, Melee 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Void Sheath Technique, Excellency Any Melee Excellency
This Charm allows the Abyssal to concentrate fully on defending herself from
each attack from a single foe.
This Charm is the Abyssal Mirror of the Solar Charm Dipping Swallow Defense.
Source Manual of Exalted Power: Abyssals, p. 130.
errata-fixedition=Secondsource=Scroll of Erratakeywords=Combo-OK, Martial,
Mirror (Dipping Swallow Defense)prereq=Nonetext=This Charm negates penalties
to the Exalt’s Melee-derived Parry DV.
¡p¿”Martial:” Martial Arts¡/p¿
Source: Manual of Exalted Power: Abyssals

Elegant Flowing Deflection


Cost: 1 mote per 2 dice; Mins: Essence 1, Melee 1; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to add dice to her defensive pool.
Source Exalted: The Abyssals, p. 170.

199
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=Parries using
this Charm don’t include the Defense bonus of the weapon.
Source: Exalted: The Abyssals

Vengeful Riposte
Cost: 3m; Mins: Essence 1, Melee 4; Type: Reflexive (Step 9)
Keywords: Combo-Basic, Counterattack, Mirror
Duration: Instant
Prerequisites: Elegant Flowing Deflection
This Charm allows the Abyssal Exalted to immediately counterattack a foe that
has struck her.
This Charm is the Abyssal Mirror of the Solar Charm Solar Counterattack.
Source Manual of Exalted Power: Abyssals, p. 130.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-Basic, Coun-
terattack, Martial-ready, Mirror (Solar Counterattack)text=”Martial-ready:”
Archery, Martial Arts, Thrown.
Source: Manual of Exalted Power: Abyssals

Vengeful Riposte
Cost: 1 mote; Mins: Essence 1, Melee 2; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Elegant Flowing Deflection
This Charm allows the Abyssal Exalted to immediately counterattack after
parrying an attack.
Source Exalted: The Abyssals, p. 170.
Source: Exalted: The Abyssals

Eye of the Tempest


Cost: 5m, 1wp; Mins: Essence 2, Melee 5; Type: Simple
Keywords: Combo-OK, Mirror
Duration: One Scene
Prerequisites: Vengeful Riposte
This Charm allows the Abyssal Exalt to ignore or mitigate all distractions in
her defense against attacks.
This Charm is the Abyssal Mirror of the Solar Charm Fivefold Bulwark Stance.
Source Manual of Exalted Power: Abyssals, p. 130.
errata-fixedition=Secondsource=Scroll of Erratakeywords=Combo-OK, Martial,
Mirror (Fivefold Bulwark Stance)text=This Charm only applies its benefits to the
Exalt’s Melee-derived Parry DV.
¡p¿”Martial:” Martial Arts.¡/p¿
Source: Manual of Exalted Power: Abyssals

Eye of the Tempest


Cost: 5 motes, 1 Willpower; Mins: Essence 3, Melee 5; Type: Reflexive
Keywords:

200
Duration: One scene
Prerequisites: Hundred Razor Circle
This Charm allows the Abyssal to parry any incoming attack she is aware of.
Source Exalted: The Abyssals, p. 171.
Source: Exalted: The Abyssals

Artful Maiming Onslaught


Cost: 3m (+1wp); Mins: Essence 1, Melee 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror
Duration: Instant
Prerequisites: Iron Sleet Attack, Savage Shade Style
This Charm increases the damage done by a Melee attack after soak is applied.
Willpower May be spent to inflict an amputation disability on the target.
This Charm is the Abyssal version of the Solar Charm Fire and Stones Strike.
Source Manual of Exalted Power: Abyssals, p. 127.
Source: Manual of Exalted Power: Abyssals

Artful Maiming Onslaught


Cost: 3m (+1wp); Mins: Essence 1, Melee 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror
Duration: Instant
Prerequisites: Iron Sleet Attack, Savage Shade Style
This Charm increases the damage done by a Melee attack after soak is applied.
Willpower May be spent to inflict an amputation disability on the target.
This Charm is the Abyssal version of the Solar Charm Fire and Stones Strike.
Source Manual of Exalted Power: Abyssals, p. 127.
Source: Manual of Exalted Power: Abyssals

Five Shadow Feint


Cost: 2m per DV; Mins: Essence 1, Melee 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Savage Shade Style, Excellency Any Melee Excellency
This Charm makes an attack more difficult to defend against.Source Manual of
Exalted Power: Abyssals, p. 129.
Source: Manual of Exalted Power: Abyssals

Five Shadow Feint


Cost: 2m per DV; Mins: Essence 1, Melee 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisites: Savage Shade Style, Excellency Any Melee Excellency
This Charm makes an attack more difficult to defend against.Source Manual of
Exalted Power: Abyssals, p. 129.
Source: Manual of Exalted Power: Abyssals

201
Thieving Raiton Claws
Cost: 3m; Mins: Essence 2, Melee 3; Type: Simple
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: Instant
Prerequisites: Furious Blade, Blade-Summoning Gesture
This Charm allows Abyssals to steal weapons not in use. It can also steal
weapons on a person, but it is more difficult, and it can never take away weapons of
Essence or artifacts that are attuned.Source Manual of Exalted Power: Abyssals, p.
130.
Source: Manual of Exalted Power: Abyssals

Thieving Raiton Claws


Cost: 3m; Mins: Essence 2, Melee 3; Type: Simple
Keywords: Combo-OK, Emotion, Mirror, Obvious
Duration: Instant
Prerequisites: Furious Blade, Blade-Summoning Gesture
This Charm allows Abyssals to steal weapons not in use. It can also steal
weapons on a person, but it is more difficult, and it can never take away weapons of
Essence or artifacts that are attuned.Source Manual of Exalted Power: Abyssals, p.
130.
Source: Manual of Exalted Power: Abyssals

Hundred Razor Circle


Cost: 5m; Mins: Essence 2, Melee 4; Type: Simple
Keywords: Comic-Basic, Obvious
Duration: Instant
Prerequisites: Blade-Summoning Gesture, Vengeful Riposte
This Charm creates copies all around the Abyssal, allowing him to make reflex-
ive attacks on all who come near, no exceptions, as long as he remains still and makes
no other attacks.
Source Manual of Exalted Power: Abyssals, p. 131.
Source: Manual of Exalted Power: Abyssals

Hundred Razor Circle


Cost: 5m; Mins: Essence 2, Melee 4; Type: Simple
Keywords: Comic-Basic, Obvious
Duration: Instant
Prerequisites: Blade-Summoning Gesture, Vengeful Riposte
This Charm creates copies all around the Abyssal, allowing him to make reflex-
ive attacks on all who come near, no exceptions, as long as he remains still and makes
no other attacks.
Source Manual of Exalted Power: Abyssals, p. 131.
Source: Manual of Exalted Power: Abyssals

Life-Severing Blade
Cost: 4m or 6m; Mins: Essence 4, Melee 5; Type: Supplemental

202
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Artful Maiming Onslaught
This Charm allows an infused attack to become unblockable and, if the 6m
option is used, undodgable by certain entities. See the full text of the Charm for
more details.
This Charm is a Mirror of the Solar Charm Rising Sun Slash
Source Glories of the Most High: The Unconquered Sun, p. 22.
2.5errata source=Scroll of Erratacost=4m (+6m)text=For 4m, the Abyssal may
select whether to make the attack unblockable or undodgeable. For 10m the attack
becomes unblockable and undodgeable against any target, including non-creatures of
darkness.
Source: Glories of the Most High: The Unconquered Sun

Cost: -; Mins: Essence 3, Melee 5; Type: permanent


Keywords:
Duration: Permanent
Prerequisites: Resplendent Shadow Blade

Why should the weapons the abyssal wields be less deadly if they are made from his
essence? Indeed, what could be deadlier? When the Abyssal purchases this charm, it
permanently upgrades its prerequisite and other charms that produce weaponry from
necrotic essence such as crypt bolt. Other necrotic energy attacks now drain motes
as soulsteel, and all such attacks channel them directly to the pool of the abyssals
choice, including overdrive pools. In addition, the abyssal may activate those charms
reflexively without charm use whenever they activate a scene length melee charm.
Note: with the 2.5 errata, this charm is essentially redundant; Eyes Like Dag-
gers gives the soulsteel benefit to crypt bolt and Shadow Blade now naturally has
soulstteel; activating outside of combo is no longer useful. Sigh.
Source: TheHoverpope

Ebon Lightning Prana


Cost: 3m, 1wp; Mins: Essence 3, Melee 5; Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Raiton’s Nimble Perch, Thieving Raiton Claws
This Charm allows an Abyssal to close the distance to an opponent and strike
with an enhanced Melee attack.
This Charm is the Abyssal Mirror of the Solar Charm Blazing Solar Bolt.
Source Manual of Exalted Power: Abyssals, p. 130.
2.5erratasource=Scroll of Erratacost=2mtraits=Meleemin=3essence=2type=Simple
(Speed 5)keywords=Combo-OK, Mirror (Iron Raptor Technique),
Obviousprereq=Blade-Summoning Gesturetext=”Replace the text of the Charm
with the following:”¡br¿
The Abyssal lunges towards and past his opponent in a single perfect motion,
striking so fast that his victims corpse still stands when he glances back over his
shoulder to watch them fall in half. Ebon Lightning Prana allows the Abyssal to

203
move up to (Essence x 8) yards and then make a single Melee attack against an
opponent. The Deathknight must have a valid target in range to use this Charm.
With Essence 3+, the Abyssal can reflexively roll (Dexterity + Stealth) to establish
surprise as part of the movement granted by this Charm, paying an additional five
motes to do so.
Source: Manual of Exalted Power: Abyssals

Ebon Lightning Prana


Cost: 3m, 1wp; Mins: Essence 3, Melee 5; Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Raiton’s Nimble Perch, Thieving Raiton Claws
This Charm allows an Abyssal to close the distance to an opponent and strike
with an enhanced Melee attack.
This Charm is the Abyssal Mirror of the Solar Charm Blazing Solar Bolt.
Source Manual of Exalted Power: Abyssals, p. 130.
2.5erratasource=Scroll of Erratacost=2mtraits=Meleemin=3essence=2type=Simple
(Speed 5)keywords=Combo-OK, Mirror (Iron Raptor Technique),
Obviousprereq=Blade-Summoning Gesturetext=”Replace the text of the Charm
with the following:”¡br¿
The Abyssal lunges towards and past his opponent in a single perfect motion,
striking so fast that his victims corpse still stands when he glances back over his
shoulder to watch them fall in half. Ebon Lightning Prana allows the Abyssal to
move up to (Essence x 8) yards and then make a single Melee attack against an
opponent. The Deathknight must have a valid target in range to use this Charm.
With Essence 3+, the Abyssal can reflexively roll (Dexterity + Stealth) to establish
surprise as part of the movement granted by this Charm, paying an additional five
motes to do so.
Source: Manual of Exalted Power: Abyssals

Ebon Lightning Prana


Cost: 4 motes; Mins: Essence 2, Melee 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Five Shadow Feint
This Charm allows an Abyssal to draw a sheathed weapon and attack without
regard for initiative.
Source Exalted: The Abyssals, p. 168.
Source: Exalted: The Abyssals

Fluttering Moth Defense


Cost: 3m; Mins: Essence 2, Melee 3; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Mirror (Protection of Celestial Bliss), Obvious
Duration: One scene
Prerequisites: Vengeful Riposte, Death-Deflecting Technique
”Replace the text of the Charm with the following:”¡br¿The deathknights
weapon traces the air like a flame-entranced moth, unerringly darting into the path of

204
incoming attacks as if the weapons destruction might bring a release from its masters
evil. As the Abyssal activates this Charm, a single Melee weapon he wields takes on
an eerie life ofits own, writhing and moving in his grip as if seeking some escape. He
takes no DV penalties from attacks made with the chosen weapon, and adds +1 to
Damage and Defense ratings.
The Abyssal may also use the enchanted weapon to perfectly parry any attack
against him in Step 2, even if that attack is unblockable. Doing so ends this Charm
prematurely, as the enchanted weapon finds no release even in the most devastating
and destructive of attacks. Once the Abyssal has done so, he cannot reactivate this
Charm for the rest of the scene, a limitation that counts as this defenses Flaw of
Invulnerability. With Melee 5+, Essence 5+, the deathknight may invoke this defense
up to (Essence 2) times in one scene before this Charm ends.
Source: Scroll of Errata

Fluttering Moth Defense


Cost: 3m; Mins: Essence 2, Melee 3; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Mirror (Protection of Celestial Bliss), Obvious
Duration: One scene
Prerequisites: Vengeful Riposte, Death-Deflecting Technique
”Replace the text of the Charm with the following:”¡br¿The deathknights
weapon traces the air like a flame-entranced moth, unerringly darting into the path of
incoming attacks as if the weapons destruction might bring a release from its masters
evil. As the Abyssal activates this Charm, a single Melee weapon he wields takes on
an eerie life ofits own, writhing and moving in his grip as if seeking some escape. He
takes no DV penalties from attacks made with the chosen weapon, and adds +1 to
Damage and Defense ratings.
The Abyssal may also use the enchanted weapon to perfectly parry any attack
against him in Step 2, even if that attack is unblockable. Doing so ends this Charm
prematurely, as the enchanted weapon finds no release even in the most devastating
and destructive of attacks. Once the Abyssal has done so, he cannot reactivate this
Charm for the rest of the scene, a limitation that counts as this defenses Flaw of
Invulnerability. With Melee 5+, Essence 5+, the deathknight may invoke this defense
up to (Essence 2) times in one scene before this Charm ends.
Source: Scroll of Errata

Fluttering Moth Defense


Cost: 3m; Mins: Essence 2, Melee 3; Type: Reflexive (Step 1 or Step 2)
Keywords: Combo-OK, Mirror (Protection of Celestial Bliss), Obvious
Duration: One scene
Prerequisites: Vengeful Riposte, Death-Deflecting Technique
”Replace the text of the Charm with the following:”¡br¿The deathknights
weapon traces the air like a flame-entranced moth, unerringly darting into the path of
incoming attacks as if the weapons destruction might bring a release from its masters
evil. As the Abyssal activates this Charm, a single Melee weapon he wields takes on
an eerie life ofits own, writhing and moving in his grip as if seeking some escape. He
takes no DV penalties from attacks made with the chosen weapon, and adds +1 to
Damage and Defense ratings.

205
The Abyssal may also use the enchanted weapon to perfectly parry any attack
against him in Step 2, even if that attack is unblockable. Doing so ends this Charm
prematurely, as the enchanted weapon finds no release even in the most devastating
and destructive of attacks. Once the Abyssal has done so, he cannot reactivate this
Charm for the rest of the scene, a limitation that counts as this defenses Flaw of
Invulnerability. With Melee 5+, Essence 5+, the deathknight may invoke this defense
up to (Essence 2) times in one scene before this Charm ends.
Source: Scroll of Errata

Fluttering Moth Defense


Cost: 2 motes; Mins: Essence 2, Melee 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Elegant Flowing Deflection
This Charm provides a parry to any single close-range attack the Abyssal is
aware of.
Source Exalted: The Abyssals, p. 171.
Source: Exalted: The Abyssals

Charnel Emperor Stance


Cost: 15m, 1wp; Mins: Essence 7, Melee 7; Type: Simple (Speed 7, DV -4)
Keywords: Obvious
Duration: One Scene
Prerequisites: Death-Deflecting Technique
This Charm allows the Solar to invoke Death-Deflecting Technique as an innate
ability with certain restrictions. See the full text of the Charm for Details.
This Charm is a Mirror of the Solar Charm Immortal Blade Triumphant.
Source Glories of the Most High: The Unconquered Sun, pp. 23-24.
2.5erratasource=Scroll of Erratacost=15m, 1wptrait=Meleemin=5essence=5type=Simplekeywords
Basic, Mirror (Immortal Blade Triumphant), Obviousduration=One scenepre-
req=Artful Maiming Onslaught, Blade-Summoning Gesture, Fluttering Moth
Defensetext=”Replace the text of the Charm with the following:”
Black Essence spills over the Abyssals weapon, darkening it until it seems he wields
a fragment of Oblivion itself. His blade becomes a manifest eschatology, an unholy
incarnation of all his dark majesty and fatal prowess. This Charm is identical to
its Solar counterpart, except that it does not add stunt or Virtue dice to damage
rolls. Instead, the Abyssals blade dissolves and unmakes whatever it touches, dealing
aggravated damage to everything.
Source: Glories of the Most High: The Unconquered Sun

name PAGENAME
Cost: ; Mins: Essence 3, Melee 4; Type: Permanent
Keywords: Mirror (Sun-Sword Concentration)
Duration: Permanent
Prerequisites: Resplendent Shadow Blade
An Abyssal who has learned this Charm fills her hands with a constant cold
yearning for life. Any weapon she wields using her Melee Ability enjoys a +2 bonus to

206
its Accuracy, and drains a number of motes equal to the Abyssals Essence whenever
it hits a target and inflicts at least one health level of damage. The Abyssal does
not gain these motes; they simply vanish from the world. This Charms Accuracy
bonus stacks with standard magical material bonuses, save that its mote-drain does
not double the yield granted by soulsteel weapons; instead it adds one to the number
of motes drained.
This Charm is a Mirror of the Solar Charm Sun-Sword Concentration.
Source Ink Monkeys Ink Monkeys, Vol 32
2.5erratasource=Scroll of Erratacost=1mtrait=Meleemin=3essence=2type=Supplementalkeywords
OK, Martial-Ready, Mirror (Sun-Sword Concentration), Obviousdura-
tion=Instantprereq=Savage Shade Styletext=”Replace the text of the Charm
with the following:”
¡p¿The Abyssals blade twists through armor to taste the precious lifeblood beneath
it. This Charm is identical to its Solar counterpart.¡/p¿
”’Martial-Ready:”’ Archery, Martial Arts, Thrown
Source: Ink Monkeys

Rending Steel Cruelty


Cost: - (+3m); Mins: Essence 3, Melee 5; Type: Permanent
Keywords: Mirror (Molten Sun-Blade), Stackable
Duration: Instant
Prerequisites: All Blades Cry for Blood
As the Abyssal pulls his weapon from a wound, he twists it to rend armor
asunder, staining the ruined cuirass with its bearers blood. This Charm is identical
to its Solar counterpart.Source Scroll of ErrataCategory:Charms with 2.5e Errata
This Charm is a Mirror of the Solar Charm Molten Sun-Blade.
”This change is part of the 2.5e Errata package and is still under playtest. Please
discuss these changes on Charms talk:Rending Steel Cruelty this page’s talk page”.
Source: Scroll of Errata

Blade-Summoning Gesture
Cost: 1m; Mins: Essence 2, Melee 2; Type: Reflexive (Step 2)
Keywords: Mirror, Obvious
Duration: Instant
Prerequisites: Artful Maiming Onslaught, Ravening Mouth of Melee
This Charm causes a weapon the Abyssal Ownership owns to fly to her hand.
This Charm is the Abyssal Mirror of the Solar Charm Call the Blade.
Source Manual of Exalted Power: Abyssals, p. 129.
errata-fixedition=Secondsource=Scroll of Erratacost=-
(1m)type=Permanentkeywords=Merged, Mirror (Call the Blade), Obviousdura-
tion=Permanenttext=The Abyssal may reflexively spend one mote to activate this
Charm as described. He may only call his blade from up to (Essence x 2) yards away
while battle, however.
¡p¿”Merged:” Hungry Missile Technique (Thrown).¡/p¿
Source: Manual of Exalted Power: Abyssals

207
Blade-Summoning Gesture
Cost: 1m; Mins: Essence 2, Melee 2; Type: Reflexive (Step 2)
Keywords: Mirror, Obvious
Duration: Instant
Prerequisites: Artful Maiming Onslaught, Ravening Mouth of Melee
This Charm causes a weapon the Abyssal Ownership owns to fly to her hand.
This Charm is the Abyssal Mirror of the Solar Charm Call the Blade.
Source Manual of Exalted Power: Abyssals, p. 129.
errata-fixedition=Secondsource=Scroll of Erratacost=-
(1m)type=Permanentkeywords=Merged, Mirror (Call the Blade), Obviousdura-
tion=Permanenttext=The Abyssal may reflexively spend one mote to activate this
Charm as described. He may only call his blade from up to (Essence x 2) yards away
while battle, however.
¡p¿”Merged:” Hungry Missile Technique (Thrown).¡/p¿
Source: Manual of Exalted Power: Abyssals

Quicker Than Death


Cost: –(+3m) ; Mins: Essence 3 , Melee 5 ; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Morale-Shattering Method, Ebon Lightning Prana
This Charm is a vicious training regimen that strips the positivity from soldiers
while preparing them to serve as elite troops.
Source Exalted: The Abyssals, p. 178.
Source: LOOK

There Is No Hope
Cost: – ; Mins: Essence 2 , Melee 4 ; Type: Permanent
Keywords: Overdrive, Merged(Archery, Martial Arts, Thrown)
Duration: Permanent
Prerequisites: Ravening Mouth of (Ability)
Entropy is the one true constant, all things will rot and fall to the void in time.
To see others attempting to defy this fate severs only to infuriate the void. This
charm creates and overdrive pool with a capacity of 10 motes. Initially empty it is
filled whenever the Abyssal observes someone healing. Whenever they see a target
recovering from wounds in combat (magically or mundanely) they automatically gain
one offensive mote, if the target is recovering from wounds the Deathknight him-
self delivered he gains one offensive mote per health level healed. Additionally the
Deathknight also gain one mote whenever a target recovers from a disease, poison, or
crippling wound within his line of sight. The opposite applies to the Abyssal himself,
should he ever recovered health levels in combat (or crippling, disease, etc.) he loses 2
offensive motes for each health level healed, crippling effect removed, disease resisted,
etc. The Abyssal may never gain more than Essence x 2 offensive motes from this
charm in a single action.
This charm is merged with Thrown, Martial Arts, and Archery, with the appro-
priate Ravenous Maw of (Ability) as a prerequisite.
Source: LOOK

208
Divinity-Banishing Contempt
Cost: 5m, 1wp; Mins: Essence 3, Occult 5; Type: Simple
Keywords: Combo-OK, Knockback, Mirror, Obvious, Touch
Duration: Instant
Prerequisites: Spirit-Desolating Sphere
This Charm flings a spirit away from the Abyssal and knocks it down. Powerful
deathknights may even use this Charm at range.
This Charm is the Abyssal Mirror of the Solar Charm Asserting the Mandate.
Source Manual of Exalted Power: Abyssals, p. 163-164.
Source: Manual of Exalted Power: Abyssals

Oblivion Triumphant
Cost: ; Mins: Essence 3, Occult 5; Type: Permanent
Keywords: Obvious
Duration: N/A
Prerequisites: God-Slaying Torment
This Charm expands the viable range of targets for its prerequisite, God-Slaying
Torment, allowing it to drain motes from Fair Folk and humans. Powerful Abyssals
who know this Charm can use God-Slaying Torment to obliterate beings nearby even
when the deathknight did not kill them himself.Source Manual of Exalted Power:
Abyssals, p. 164.
Source: Manual of Exalted Power: Abyssals

Spirit-Chaining Doom
Cost: ; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: Mirror, Obvious, Servitude
Duration: Instant
Prerequisites: God-Slaying Torment
With this Charm, instead of truly slaying a spirit with God-Slaying Torment
an Abyssal may bind his vanquished foe to serve him.
This Charm is the Abyssal Mirror of the Solar Charm Demon-Binding Redemption.
Source Manual of Exalted Power: Abyssals, p. 164.
Source: Manual of Exalted Power: Abyssals

Cursed Blessing of the Neverborn


Cost: (1 Resonance); Mins: Essence 5, Occult 5; Type: Permanent
Keywords: Avatar (4)
Duration: Instant
Prerequisites: Rotting Essence Integration
Imposing upon his dead, dreaming gods, the Abyssal siphons off some of their
power to ease the casting of a spell. With this Charm, when the Abyssal casts a
necromancy spell she may choose to gain one Resonance in return for the Neverborn
empowering her ritual. This allows her to reduce the Willpower cost of casting the
spell by one or reduce the mote cost of the spell by an amount equal to (Exalts
Essence Resonance before imposing), each to a minimum of zero. If the deathknights
Resonance outstrips her permanent Essence and for some reason she prods her dark
masters, even if she would have opted for the reduced Willpower cost she instead

209
loses a number of motes equal to the difference between her Resonance (including the
one she just received) and Essence. If this would reduce her mote pool below zero,
her mote pool remains zero but the spell immediately shatters as if she had lost her
concentration.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Divinity-Denying Strike
Cost: Varies; Mins: Essence 3, Occult 4; Type: Supplemental
Keywords: Combo-OK, Mirror, Shaping, Spectral
Duration: Instant
Prerequisites: Corpus-Rending Blow
The lesser magics of the rebellious gods and their Exalted champions are no
match for the all-consuming hunger of Oblivion. This Charm enhances one of the
Abyssals physical attacks, stripping away the extant power of the target. As long as
the attack successfully hits, one Charm, spell or other Essence-fueled power that is
currently affecting the target is banished. Permanent Charms and similar effects can
not be targeted by Divinity-Denying Strike. The attack deals damage normally in
addition to suppressing the chosen effect.
Negating a Charm costs (3 x targets permanent Essence) motes. If the effect is a
spell, the mote cost is (5 x the circle of the spell). The deathknight must be able to
discern the existence of the effect she wishes to banish before activating this Charm,
so she must have prior knowledge of the effecthaving seen the spell cast, utilizing
Through Dead Eyes, the targeted Charm is Obvious, etc.
Motes spent on or committed to banished effects are lost. Reflexive Charms may be
reactivated immediately at normal cost after being devoured by this Charm, subject
to the usual timing rules, and apply their effects normally.
This Charm is the Abyssal Mirror of the Solar Charm Magic-Defying Mudra.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Fever Dream Clarity


Cost: ; Mins: Essence 7, Occult 7; Type: Permanent
Keywords: Avatar (5)
Duration: Permanent
Prerequisites: Rotting Essence Integration
Absorbing as fully as he can the mad dreams of the Neverborn, the Abyssals
psyche cracks and the necrotized patterns of primeval Essence left behind by the
deaths of Primordials make perfect sense to him. This Charm permanently alters
the character, and as an extra cost of learning it he must adopt one debility-level
derangement; he gains no bonus or experience points for this, nor can it offset the
cost of mutations or other related point costs. If this derangement is suppressed, the
Exalt loses the use of this Charm until it returns; if the madness is cured, the Abyssal
unlearns? the Charm and must relearn it if he wishes to regain the effect.
While suffering from a transcendent understanding of the dreams of the Neverborn,
the deathknight becomes acclimated to using necrotic Essence. When casting necro-
mancy spells that do not require a dramatic ritual, the Shape Necromancy actions

210
necessary to cast the spell are compressed into a single DV -3 Miscellaneous action
which may be flurried normally. The necromancer may even use reflexive Charms
and Combos during this action, including relevant Excellencies to enhance the spell
itself. This last benefit extends to Cast Necromancy actions as well.
For more on derangements, see ”’The Compass of Celestial Directions, Vol. IIThe
Wyld”’, p. 148-150 and ”’The Manual of Exalted PowerLunars”’, p. 209-210.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Fetters of Resplendent Apostasy


Cost: (3m); Mins: Essence 4, Occult 5; Type: Permanent
Keywords: Mirror, Obvious, Shaping
Duration: One scene
Prerequisites: Divinity-Banishing Contempt
This Charm permanently enhances the Abyssals Divinity-Banishing Contempt,
allowing her to commit three motes when activating that Charm to shackle the tar-
geted spirit in a material state. This causes Divinity-Banishing Contempt to always
force the spirit to materialize, at no cost to the spirit, even if it is naturally immate-
rial. The target remains materialized for the rest of the scene or until the deathknight
releases the committed motes.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Chaining Hero Aura.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Grave Affinities
Cost: ; Mins: Essence 1, Occult 3; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Any Occult Excellency
Not only is it a natural aspect of the Abyssal Exalted to have command over
the dead, they can excel in the art like no other. This Charm permanently enhances
the Exalt, granting him a phantom Degree? in the thaumaturgical Art of the Dead
(”’The Books of Sorcery, Vol. IIIOadenols Codex”’, p. 133). This phantom Degree
is in all ways like a normal Degree in that Art, but even after mastering the Art
normally this Charm has its uses. The Degree provided by this Charm stacks with
any normally learned Degrees, even if such a bonus would add more than three dice
to rolls. Deathknights with this Charm add bonus successes equal to their Essence to
any rolls for the Art of the Dead. The Exalt also reduces the motes necessary to lower
the Resources cost of Art of the Dead procedures by his own permanent Essence (see
Exalted, p. 138 for more). Any ritual of this Art that requires less than an hour to
perform instead necessitates the Abyssal simply perform a Miscellaneous action.
The deathknight may enhance his mastery over the Art of the Dead further by
spending 3 experience points (or 1 bonus point during character creation). Doing so,
he increases by one the maximum bonus from relevant Specialties that can apply to
uses of the Art of the Dead. For example, with this enhancement and the Master
Degree of the Art of the Dead, the Abyssal would gain three dice from his Degree,
another from this Charms phantom Degree? and one more from a relevant standard

211
Occult Specialty. Abyssals may purchase this increase on the limit of Specialties a
total of three times, allowing them to add up to seven total dice from Degrees and
related Specialties in the Art of the Dead.
When Abyssals or Solars teach each other of this Charmas per the Mirror key-
wordthey can only do so in regard to the Art of the Dead. Despite the breadth of the
Solars Celestial Refinement Techniques, the limited purview of deathknights restrict
just what kind of knowledge they can pass on to or learn from each other.
This Charm is the Abyssal Mirror of the Solar Charm Celestial Refinement Tech-
niques.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

God-Home Invasion
Cost: 4m, 1wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Corpus-Rending Blow
For the rest of the scene, this Charm allows the Abyssal to infiltrate the imma-
terial world as if it were material. The Exalt can perform normal physical actionsnot
just attacksthat affect the immaterial world. While this effect lasts, the deathknight
reflexively chooses at the beginning of each of his actions whether to interact with the
immaterial as if it were material, or to treat immaterial items and beings as intangi-
ble. The Exalt must still activate Corpus-Rending Blow to inflict aggravated damage
to spirits or to strike dematerialized targets when he has chosen to treat them as
intangible.
This Charm is the Abyssal Mirror of the Solar Charm Holistic Essence Under-
standing.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Rotting Essence Integration


Cost: ; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: Avatar (3)
Duration: Permanent
Prerequisites: Shadowlands Circle Necromancy
With the dark touch of the Neverborn upon him, the twisted Essence patterns
of necromancy come easily to the Abyssal. This Charm permanently enhances the
Exalt, decreasing by one the Willpower cost for him to cast necromancy spells, to a
minimum of zero. Eclipses and Fiends can not learn this Charm, as it specifically
requires an Abyssal Exaltation.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Soul-Measuring Glance
Cost: ; Mins: Essence 4, Occult 5; Type: Permanent
Keywords: Mirror
Duration: Permanent

212
Prerequisites: Through Dead Eyes
The Abyssal Exalted must account for every wondrous thing in the world to
properly annihilate existence. When the Exalt has Through Dead Eyes active, gauging
a manse or artifacts rating or persons Essence successfully also informs the Abyssal as
to their basic nature and type: demon (and of which Circle), Dragon King, elemental
(and of which element), Exalt (and of which type), Fair Folk, ghost, god (Terrestrial
or Celestial), and so on. Even without Through Dead Eyes active, the deathknight
may attempt to scrutinize an item or person with the usual Intelligence + Occult
roll, but its difficulty increases by two. When any of this information is relevant to
piercing a disguise, the Exalt gains two extra successes on rolls to do so.
This Charm is the Abyssal Mirror of the Solar Charm Essential Nature Discovery.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Spiritual Decrepitude Infliction


Cost: (2m per permanent Essence); Mins: Essence 5, Occult 5; Type: Perma-
nent
Keywords: Crippling, Shaping
Duration: Instant (10 target’s Essence ticks)
Prerequisites: Divinity-Denying Strike
Dark magic wraps itself around the deathknights weapon before shattering the
surprisingly delicate spiritual connection a foe has with the rest of the world. Though
temporary, this condition is devastating. When using Divinity-Denying Strike instead
of suppressing a Charm the Abyssal may cut the target off from Essence use entirely.
This costs (2 x targets Essence) motes, and successfully striking the target with this
power makes it impossible for them to spend motes or use Essence-fueled powers.
The target loses the ability to make use of any Charm, Combo or other power that
requires the expenditure of motes. The victims power remains crippled for (10 targets
Essence) ticks.
A second purchase of this Charm at Essence 6+ increases the effects duration to
(10 targets Essence) actions, while a third at Essence 7+ increases it to (15 targets
Essence) actions.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

World-Shredding Invocation
Cost: (+5m); Mins: Essence 4, Occult 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: , Terrestrial Circle Sorcery or Shadowlands Circle Necromancy
By bleeding some of their necrotic Essence into the patterns shaped by their
spells, deathknights can add pain and suffering to the most benign-seeming magic.
This Charm permanently enhances the Exalt, allowing him to increase the mote
cost of a spell by five to alter a sorcery or necromancy spell he casts that produces
a violent reaction of some kind. This of course includes spells such as s Death of
Obsidian Butterflies or s Flesh-Sloughing Wave, but it also includes the burst of
birds in s Flight of Separation or the dusty flash of s Unconquerable Self. A wave

213
of necrotic Essence washes out from the deathknight as soon as he casts the spell.
This inflicts (Essence) dice of aggravated damage on everything within one yard of
the Abyssal (except the Exalt himself), and the same amount of lethal damage dice
against everything out to (Abyssals Essence) yards. Whether lethal or aggravated,
this damage ignores soak from armor.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Terrestrial Circle Sorcery


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Terrestrial Circle
Sorcery actions (see p. 252 of the Second Edition Core), and to cast Terrestrial Circle
Spells.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Celestial Circle Sorcery


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Celestial Circle Sor-
cery actions (see p. 252 of the Second Edition Core), and to cast Celestial Circle
Spells.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Shadolands Circle
Necromancy actions (see p. 252 of the Second Edition Core), and to cast Shadowlands
Circle Spells.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Labyrinth Circle Necromancy


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:

214
This Charm allows a Abyssal Exalted Abyssal to perform Labyrinth Circle
Necromancy actions (see p. 252 of the Second Edition Core), and to cast Labyrinth
Circle Spells.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Void Circle Necromancy


Cost: -; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Void Circle Necro-
mancy actions (see p. 252 of the Second Edition Core), and to cast Void Circle
Spells.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Divine Extinction Proclamation


Cost: (+2m); Mins: Essence 3, Occult 5; Type: Permanent
Keywords: Mirror (Demon-Slaying Essence)
Duration: Permanent
Prerequisites: , Corpus-Rending Blow
Whenever the Abyssal activates Corpus-Rending Blow, he may pay a surcharge
of two motes to extend its duration to one scene. In addition, while it is active, he
may activate God-Slaying Torment as an innate power that does not count as Charm
activation, if he knows it.
Source: The Demented One

Relentless Grave-Defying Reach


Cost: – (+2m, 1wp); Mins: Essence 3, Occult 3; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Corpus-Rending Blow
Not even passing beyond the veil of the immaterial can take a spirit out of
harm’s way if an Abyssal is set on visiting torment upon it. This Charm functions
identically to its Solar Mirror except that it upgrades Charms:Spirit-Sensing Medita-
tion Spirit-Sensing Meditation instead and confers an additional benefit. As creatures
who are by nature halfway between the living and the dead without being truly one
or the other, Abyssals are well-suited to this in-between condition, and do not suf-
fer rejection penalties outside the realms of the dead while this Charm is in effect.
However, using this Charm with its surcharge has obvious visual effects - the Abyssal
might become somewhat translucent, for example, or his movements might be trailed
by echoes of his own shadow.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Spirit-Synergizing
Schesis Spirit-Synergizing Schesis.
Source: SataiDelenn

215
Pantheon-Shattering Deicide
Cost: ; Mins: Essence 6, Occult 6; Type: Permanent
Keywords: Emotion, Mirror (Unquestionable God-King Authority)
Duration: Permanent
Prerequisites: Divinity-Banishing Contempt
Gods tremble in the presence of the Abyssal Exalted, knowing that they look
upon the apocalypse incarnate. This Charm upgrades Divinity-Banishing Contempt.
The Abyssal may choose to apply it to all spirits within (Essence x 20) yards of him
upon activating it, making a single (Charisma + Occult) roll as an unblockable attack
that is applied against all valid targets. Such area activations do not knock spirits
back, although the Abyssal may still choose to knock them prone. In addition, if the
Abyssal’s attack roll when activating this Charme exceeds a spirit’s Dodge MDV, it
suffers an unnatural mental influence, filling it with unshakable fear. They suffer an
external penalty equal to the Abyssal’s (Occult) on all actions that harm the Abyssal
or another servant Oblivion.
If a spirit has Valor 3+, this penalty is only internal, a benefit that is always
enjoyed by the Celestial Incarnae, Greater Elemental Dragons, Third Circle demons,
and the Deathlords. Spirits can spend Willpower to mitigate this penalty, reducing
it by one for each point spent. In additions, First Circle demons and ghosts must
succeed on a Valor roll at difficulty 3 on each of their actions, or else be forced to flee
from the Abyssal. Once they have failed a roll, the only way to avoid this is to resist
this influence. If this influence is contradicted by sorcerous bindings, the binding takes
precedence. Once a spirit has spent five Willpower resisting this influence, counting
those points spent to mitigate the penalty, it is broken.
Source: The Demented One

Through Dead Eyes


Cost: 6m; Mins: Essence 2, Occult 5; Type: Reflexive (Step 1)
Keywords: Mirror
Duration: One scene
Prerequisites: Spirit-Sensing Meditation
With this Charm an Abyssal can see immaterial and other invisible things, as
well as discern the magical nature of those things that he sees.
This Charm is the Abyssal Mirror of the Solar Charm All-Encompassing Sorcerer’s
Sight.
Source Manual of Exalted Power: Abyssals, p. 163.
Source: Manual of Exalted Power: Abyssals

Through Dead Eyes


Cost: 6m; Mins: Essence 2, Occult 5; Type: Reflexive (Step 1)
Keywords: Mirror
Duration: One scene
Prerequisites: Spirit-Sensing Meditation
With this Charm an Abyssal can see immaterial and other invisible things, as
well as discern the magical nature of those things that he sees.
This Charm is the Abyssal Mirror of the Solar Charm All-Encompassing Sorcerer’s
Sight.
Source Manual of Exalted Power: Abyssals, p. 163.

216
Source: Manual of Exalted Power: Abyssals

Through Dead Eyes


Cost: 6m; Mins: Essence 2, Occult 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Spirit Sensing Technique
With this Charm an Abyssal can see immaterial and other invisible things, as
well as discern the magical nature of those things that he sees. See the full text of
the Charm for details.
Source Exalted: The Abyssals, p. 199
Source: Exalted: The Abyssals

Soul-Eating Strike
Cost: 5m; Mins: Essence 3, Occult 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Corpus-Rending Blow
This Charm is an attack that deals aggravated damage to immaterial spirits
and drains their essence, immaterial spirits who are slain are permanently destroyed.
This Charm also works on material spirits to drains their essence, but it does not deal
aggravated damage and material spirits who are slain eventually regenerate. See the
full text of the Charm for details.
Source Exalted: The Abyssals, p. 199
Source: Exalted: The Abyssals

Spirit-Draining Ward
Cost: 10m; Mins: Essence 3, Occult 5; Type: Simple
Keywords:
Duration: One Scene
Prerequisites: Soul-Eating Strike
This Charm erects a ward around the deathknight that deals aggravated damage
to immaterial spirits while they are within the area, each level of damage recovers
motes of essence for the Abyssal. Spirits that are slain by this effect are permanently
destroyed. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 200
Source: Exalted: The Abyssals

Pyre Flame’s Inevitable March


Cost: 4m (+1wp); Mins: Essence 2, Occult 4; Type: Reflexive (Step 10)
Keywords: Combo-Basic, Mirror, Obvious, Reactor, Touch
Duration: One scene
Prerequisites: Corpus-Rending Blow
Despite appearances, Abyssal Abyssals too can be beneficent in the pursuit of
the Void...or they can inflict just punishment for an unseemly longing for life. This
Charm is identical to its Solar mirror, except that souls affected by the deathknights

217
touch proceed directly to Oblivion instead of to Lethe, and the Abyssal regains one
mote for each target that does so.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Sunlit Pyre’s Re-
newal Sunlit Pyre’s Renewal.
Source: SataiDelenn

Spirit-Enticing Trap
Cost: -; Mins: Essence 2, Occult 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Spirit-Desolating Sphere
It is a simple matter for the repellent anima of the Abyssal to drive out immate-
rial spirits. Trickier, then, to sweeten the scent of their Essence like poisoned honey,
drawing in spirits to be crushed or consumed beneath the annihilastic mandate of
the Abyssal Exalted. This Charm permanently enhances its prerequisite. Upon its
activation, instead of using it to repel dematerialized spirits, the Exalt may choose
to use it to trap them. If he does so, then the Compulsion caused by the Charm
changes, compelling dematerialized spirits to move into the circle, or to not leave it
if they are within it.
At Essence 3+, the Exalt may pay one point of temporary Willpower (which is
not a Charm activation) at any point throughout that Charms duration to sent this
enticing Essence flooding outward in a loose wave, like the pollen of a carnivorous
plant. When he does so, all dematerialized spirits with a lower permanent Essence
rating than him within (Essence x75) yards to suffer an Emotion effect calling them
to his location. This effect may be rejected by spending one point of temporary
Willpower, and ends naturally once the spirit is close enough to be affected by the
Compulsion of the Charm, which supersedes it. If the Abyssal desires, he may alter
the Emotion effect to solely attract valid creatures of death.
Source: Revlid

Plundering Creation’s Lifeblood


Cost: –; Mins: Essence 2, Occult 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites:
Abyssal Deathknights have no need for painstaking study and careful cultivation
before they may violently rip the magics they desire from the very flesh of Creation’s
delicate Essential balance. This Charm is identical to its Solar mirror.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Transcendent Mas-
tery of the Arts Transcendent Mastery of the Arts.
Source: SataiDelenn

Spirit-Sensing Meditation
Cost: 3m; Mins: Essence 2, Occult 2; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites:

218
This Charm allows an Abyssal to see Charms:Materialize dematerialized things.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Detecting Glance.
Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Spirit-Desolating Sphere
Cost: 10m; Mins: Essence 2, Occult 5; Type: Simple
Keywords: Combo-OK, Compulsion, Mirror, Obvious
Duration: One scene
Prerequisites: Corpus-Rending Blow
This Charm produces an area that repels Charms:Materialize dematerialized
beings.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Repelling Diagram.
Source Manual of Exalted Power: Abyssals, p. 163.
Source: Manual of Exalted Power: Abyssals

Dancing on the Graves of Giants


Cost: -; Mins: Essence 3, Occult 4; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: God-Slaying Torment
As dead things locked in a perpetual stasis of eternal torment, the Neverborn
cannot truly be said to enjoy anything. It does, however, almost please them when
their servants emulate the greatest trick of the Solar Exalted on their behalfslaying
that which believed itself too mighty to be destroyed.
Whenever the Abyssal permanently slays a living being with Essence 4+, she
loses one point of Resonance (since many spirits normally reconstitute themselves
after death, this generally requires execution with Charms:God-Slaying Torment God-
Slaying Torment). If the being possessed Essence 6+, the Abyssal loses an additional
point of Resonance. If the being was a non-Abyssal Exalt, an additional point is lost.
Sorcerously bound spirits grant no Resonance loss when executed.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Black Pariah’s Curse


Cost: 1m or 3m; Mins: Essence 3, Occult 5; Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Indefinite
Prerequisites: Corpus-Rending Blow
The Abyssal Exalted stand as gatekeepers between Creation and the Under-
world. The deathknight can call upon this authority to make the living witnesses to
the plight of the dead. To use this Charm on a character, the Abyssal must touch
them. Cursed characters become attuned to the spiritual reality of the Underworld
as a Shaping effect. They are capable of perceiving and interacting with dematerial-
ized ghosts as though the dead were materialbut by the same token, ghosts need not
materialize to physically interact with them. In effect, the victim is simultaneously

219
materialized and dematerialized, but only dematerialized with regard to ghosts and
other things native to the Underworld (such as relic walls and weapons). Repeated
activations of this Charm can tag multiple targets, costing three motes per target
(one mote per extra).
Ghosts can perceive the curse on the pariah as an Obvious aura, realizing that
he is capable of interacting with them. Whether they seek him out to beg favors,
demand offerings or torment him ruthlessly depends on their temperament. Ghosts
with an Intimacy towards the cursed character sense the curse going into effect and
remain aware that the effects is in place on the specific target across all distance and
realms of existence. This gives them a chance to plan a reunion with a lost love or
vendetta on an old enemy. The Abyssal can use this Charm on himself if he wishes;
it is only a curse for those he wishes to torment.
Repurchasing this Charm at Essence 4+ allows the deathknight to tag ghosts
and other plasmic creatures of the Underworld for an increased cost of six motes.
This doesn’t function on ghosts with higher Essence than the Abyssal, such as the
Deathlords. Touching the space such entities occupy is sufficient to deliver the curse
when actual physical interaction is impossible (usually due to the ghost being incor-
poreal). Tagged ghosts exist simultaneously as materialized and dematerialized in all
realms of existence, allowing them to perceive and physically interact with everything
regardless of its material state. Ghosts matter less to the universe, and so they do
not broadcast the curse’s presence via the Intimacies of others. However, anyone who
perceives them can sense the tag’s effects as an Obvious effect.
Source Ink Monkeys, vol. 48
Source: Ink Monkeys

Black Glyph Mutilation


Cost: ; Mins: Essence 2, Occult 2, Whispers 2; Type: Permanent
Keywords: Avatar (3), Mirror (Illumined Rituals of the Sun King)
Duration: Permanent
Prerequisites: , Excellency Any Occult Excellency
The Abyssal Exalted have stood before the tombs of the worlds makers, and
shared in their unending cosmic agony. Nothing of the world that the Neverborn
once made is secret to their Chosen, its mystic rites and secret sigils scarred upon
their souls. The Abyssal may purchase thaumaturgy degrees for a reduced cost.
The cost to learn an Initiate or Adept degree is reduced by five experience points,
and the cost to learn a Master degree is reduced by three experience points. If
taking thaumaturgical degrees at character generation with bonus points, the cost
to learn Initiate or Adept degree is reduced by two bonus points, while the cost to
learn Master degrees is reduced by one bonus point. If the Abyssal already possesses
thaumaturgical degrees, he is refunded the difference between the cost he paid to
learn them and the new discounted cost. In addition, the training time he needs to
learn thaumaturgical degrees is reduced to three weeks. At Essence 5, the experience
point discounts granted by this Charm are increased by an additional point.
Source: The Demented One

Soul-Castrating Cruelty
Cost: 5m, 2wp; Mins: Essence 9, Occult 9; Type: Reflexive (Step 8)

220
Keywords: Combo-OK, Obvious, Shaping
Duration: Permanent
Prerequisites: God-Slaying Torment
Even the Primordials who created the world will wither and die at the touch
of the Void. This Charm may enhance any attack made against a Primordial, Yozi,
or any other character that possesses component souls. If the attacks successfully
damages its titanic target, all of its third circle souls loses a dot of Permanent Essence,
while each of its second circle souls loses two dots of Permanent Essence. If the titan
fails to defend against this Shaping effect, any of its subsidiary souls may use their
own Charms and abilities to defend themselves against it. Any demon reduced to
Essence 0 is destroyed utterly, melting in a pool of black essence that inevitably seeps
through worlds into the Labyrinth. In addition, the first time ever that this Charm
is used against a character, a massive upheaval wracks the Labyrinth’s depths, as a
berth for that titan’s future crypt-body appears, his name engraved upon it in Old
Realm characters.
Source: The Demented One

Void Circle Thaumaturgy


Cost: -; Mins: Essence 4, Occult 5; Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisites: Celestial Circle Thaumaturgy
An Abyssal with this charm has become a true force of domination over the
world around them. This charm permanently grants the Exalt one level in every
Thaumaturgical Art on top of the two levels granted by its prerequisite charms.
Having separate levels in Thaumaturgical Arts is no longer of any benefit at this
level of mastery. As noted on p. 138, an Exalt may remove the cost of ingredients
and tools from Thaumaturgical Arts and Procedures by spending essence to replace
the Resource cost. This Charm is only available to Abyssal Exalted. This charm is
identical to the Solar Circle Thaumaturgy charm for Solar Exalted and there is no
benefit to Eclipse Solar Exalted or Moonshadow Abyssal Exalted learning both.
Source: Upaatk

Corpus-Rending Blow
Cost: 1m; Mins: Essence 2, Occult 2; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Spirit-Sensing Meditation
This Charm allows a deathknight’s attack to harm immaterial beings and do
greater harm to spirits.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Cutting Attack.
Source Manual of Exalted Power: Abyssals, p. 162.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror, ObviousCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

221
Corpus-Rending Blow
Cost: 1m; Mins: Essence 2, Occult 2; Type: Supplemental
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Spirit-Sensing Meditation
This Charm allows a deathknight’s attack to harm immaterial beings and do
greater harm to spirits.
This Charm is the Abyssal Mirror of the Solar Charm Spirit-Cutting Attack.
Source Manual of Exalted Power: Abyssals, p. 162.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror, ObviousCategory:Dusk Charms
Source: Manual of Exalted Power: Abyssals

Corpus-Rending Blow
Cost: 2m; Mins: Essence 2, Occult 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Spirit Sensing Technique
This Charm allows a deathknight’s attack to harm immaterial beings or drain
their essence. See the full text of the Charm for details.
Source Exalted: The Abyssals, p. 199
Source: Exalted: The Abyssals

Obliviate Soulbody Amputation


Cost: 1wp; Mins: Essence 1, Occult 2; Type: Simple (Dramatic Action)
Keywords: Avatar (1), Merged (Integrity, Lore, Resistance), Obvious, Taint
Duration: Instant
Prerequisites:
Oblivion lacks the weakness of material form; so much the better if its heralds
can mimic its glorious anti-existence, hacking at themselves until they are as twisted,
mutilated and horrifically powerful as their Neverborn masters.
This Charm constitutes a dramatic action of one hour, which the Abyssal spends
praying to the macabre glory of the Neverborn, marking out the chosen part of his
body with scars and paint, and letting the endless hungry pull of Oblivion flow through
his form. At the end of the action, the chosen sacrifice is amputated, whether by with-
ering into gravedust, setting alight with green flame and disintegrating in moments,
or simply being hacked off by the Abyssal themselves.
The specific effects (and required minimum traits) of each amputation are listed in
the sacrificial entries below, but generally they act as a normal Crippling amputation
effect to that part of the body, and are treated as such. However, they may never be
healed by any treatment, magical or mundane, and any prosthetics or replacements
will rot, crack, and fail, becoming immediately useless (Artifact N/A prosthetics do
not function, but are not destroyed either).
Note that the effects of this Charm may even be applied to body parts that are
already crippled or removed; this ritual supernaturally cauterises the wound in ques-
tion, marking it with the same restrictions on healing and prosthetics.
At any point after (or during, for otherwise-fatal amputations) the sacrifice, the
Abyssal may reflexively commit one mote from their Personal Essence pool to that

222
maimed part of their form. They immediately manifest some manner of horrific
Oblivion-tainted replacement for that bodypart (with an appearance of their choice),
lasting for the duration of the commitment. The replacement and its origins are
Obvious to everyone who sees it, and it cannot be hidden by any mundane means.
The replacement removes all penalties and problems associated with that amputation
as listed in each sacrificial entry, and is additionally immune to unwanted Crippling
and Shaping effects. Any Taint effects that would normally enhance that body part
continue to enhance the replacement. Additional dice or successes granted by replace-
ments count as having been granted by a Charm.
At Essence 1+, Avatar (1+), Occult 2+, the Abyssal has access to the following
amputations.
”Hair”: The Abyssals head is completely shaved, his hair burnt and offered to
the Neverborn. Committing one mote from his Personal Essence pool causes the
Abyssal to manifest burning black tattoos across his skull extolling the agonies of the
Neverborn, or writhing maggots attached directly to his scalp. For the duration of
this commitment, the Abyssal may convert up to (Whispers) dice in the pool of any
prayer roll directed toward the Neverborn into automatic successes.
At Essence 2+, Avatar (2+), Occult 3+, he gains access to the following amputa-
tions.
”Eyes”: The Abyssals eyes are plucked out, leaving gaping, empty sockets. He
is blind, applying a -4 internal penalty to all rolls to which vision is relevant, and
causing him to automatically fail all rolls that completely rely on it (such as reading).
Committing one mote from his Personal Essence pool causes the Abyssal to manifest
burning eyes of blank Oblivion or grinning teeth in his sockets, as he sees the world
through eyes granted by the Neverborn, twisted and baroque but nevertheless clear.
All creatures of death become Obvious to his sight, as do all Arcanos Charms and
Necromantic spells. Characters with at least one Necromantic intiation Charm count
as creatures of death for the purposes of this effect. He can also pick out shadowlands
on mundane maps with a successful navigation roll, as the paper is marked in his
vision with welcoming dark stains. If any of these detected traits would be hidden by
opposing magic, a roll-off is forced, with the Abyssal adding (Whispers) bonus dice
to his pool.
”Nose and Ears”: The Abyssals nose and ears are sliced off, leaving clean-shorn
holes in his head. He suffers a -2 internal penalty on all auditory Perception rolls (this
penalty also applies to social situations where hearing is difficult), and automatically
fails all rolls dealing with scent. Committing one mote from his Personal Essence
pool causes the Abyssal to manifest leathery bat-like ears or a wet red snout like a
skinned jackals, as the sensations of a crumbling world are relayed to him through the
Neverborn. He is able to sniff out the living, picking out their every heartbeat. He
acquires (Whispers) automatic successes to all auditory or scent-based rolls to detect
living characters.
”Tongue”: The Abyssals tongue is cut out, leaving a blunt, withered stub. He
is rendered mute, automatically failing all rolls based on verbal communication and
suffering a -4 internal penalty on all social attack rolls he makes unless the attack
expressly has no verbal component. Committing one mote from his Personal Essence
pool causes the Abyssal to manifest a twisting multi-forked worm that sprouts from
his throat, or a perfect tongue of blackened silver, as his voice is carried on the harsh
breath of the Neverborn. Any social attacks he makes against creatures of death are

223
considered unnatural mental influence.
”Genitalia”: The Abyssals genitalia are removed or mutilated, leaving him cut off
from the act of creating life. Committing one mote from his Personal Essence pool
causes the Abyssal to manifest the horrific tools of a macabre form of procreation,
for the Neverborn still brought forth new things to engineer the death of Creation,
even after they were murdered by an ungrateful universe. However, the Abyssals
offspring are always Ghostbloods. If the mother is mortal, she inevitably dies in
childbirth, while a mortal father dies almost immediately post-conception, and both
will automatically become a ghost upon their death (if either non-Abyssal parent
was already a ghost, they instead become a nephwrack at the point they would have
died). Non-mortal parents instead gain a single dot of Whispers post-conception,
if they did not already have one. The children of the Abyssal receive (Abyssal’s
Essence/2) dots of the Inheritance and Whispers backgrounds, as well as a positive
intimacy toward Oblivion which they spend a scene reinforcing every time they roll to
regain Willpower from sleeping. Upon their death or ascension of such a child, they
become nephwracks rather than ghosts. If they have a Whispers rating of five upon
their ascension, they become hekatonkhires rather than nephwracks (the Storyteller
and player should work together to design this new abomination).
At Essence 3+, Avatar (3+), Occult 4+, he gains access to the following amputa-
tions.
”Arm”: One of the Abyssals arms is hacked off, leaving a bare joint, empty at
the shoulder. He suffers a -4 internal penalty on all tasks that require the use of two
hands, such as wielding a two-handed weapon or climbing a ladder. If this removes all
his arms, he automatically fails all actions that require the use of a hand. Committing
one mote from his Personal Essence pool causes the Abyssal to manifest a baroque
claw formed from the blackest void, or a ghostly limb of burning essence, as he chokes
a dying Creation with hands formed from the will of Oblivion. Unarmed attacks he
makes with such an arm gain the Reach and Piercing tags. They cause lethal damage,
and may parry lethal attacks barehanded without a stunt.
”Leg”: One of the Abyssals legs is hacked off, leaving his hip-joint bereft of a
limb. He can barely hobble along, suffering a -4 internal penalty to all Athletics rolls
requiring the use of legs, and his movement rate is halved. He may not dash. If this
removes all his legs, he cannot walk or dash at all, and automatically fails all Athletics
rolls involving footwork. If forced to move without legs, he can only crawl at one yard
per tick. Committing one mote from his Personal Essence pool causes the Abyssal to
manifest a formless stump of ethereal prayer, or a skeletal leg with invisible hinges for
joints, as he strides through the Underworld on feet of ancient times. In addition, his
Move, Dash and Jump distances increase by one yard for every such leg he has, to a
maximum increase of two yards. Unarmed attacks he makes with such a leg gain the
Reach and Piercing tags. They cause lethal damage, and may parry lethal attacks
without a stunt.
”Skin”: The Abyssals skin is peeled off, leaving horrendous, all-encompassing raw
scar-tissue. His Appearance rating is automatically reduced to zero (if it was not
already). Committing one mote from his Personal Essence pool causes the Abyssal to
manifest a constant flowing cascade of prayer-strips formed from his own misbegotten
anima, or a burning hide of green-and-purple pyre flame. When interacting with a
creature of death, he may freely choose to treat his Appearance rating as being equal
to zero or his Essence rating; for all other characters, he is automatically Appearance

224
0. In addition, the Abyssal adds (Whispers) automatic successes to any attempt to
masquerade as a ghost or dead body.
At Essence 4+, Avatar (4+), Occult 4+, he gains access to the following ampu-
tations. They are all inherently fatal, and as such the Abyssal must immediately
commit one mote of his Personal Essence to manifest the Obliviate replacement for
each such sacrifice he has made, which no force but his own death may ever decommit.
”Head”: The Abyssals head is ritually removed, leaving only a horrible neck-
stump. This sacrificial amputation requires the Hair, Eyes, Nose and Ears and Tongue
amputations (though motes only need to be committed to these amputations when
the Abyssal wants to benefit from their effects), as well as the Taint effects of Corpse
Needs No Food and Breathless Ghost Emulation. The Abyssal manifests a burning
carved gourd of Oblivion antessence or a transparent outline of his skull, as he becomes
a living totem of the Neverborn. The first time a character witnesses this amputation
in a scene, they must automatically roll Valor, or else cower or flee, suffering intense
fear as an Emotion effect that costs one point of temporary Willpower to resist for
a scene. The Abyssal may choose whether or not to apply this effect to creatures of
death should he do so, however, their Valor pool is reduced by (Whispers/2), rounded
up.
”Guts”: The Abyssals innards are torn from his belly, leaving a gaping wound
across his gut. This sacrificial amputation requires the Taint effect of Corpse Needs
No Food. The Abyssal manifests a pair of grasping skeletal hands constantly clawing
their way out from within him, or a swirling rib-lined portal directly into the Mouth
of Oblivion, as the hunger of the end of all things stretches out into his form. The
Abyssal may eat or drink anything, becoming immune to all ingested poisons or
negative effects of eating too much or consuming abnormal things; all such consumed
items are destroyed (though the Abyssal acquires no actual sustenance from this).
The only exceptions are Holy objects and Artifacts, which are vomited back up.
Consuming an object utterly destroys it, unravelling the Fate of its least god - no
records of it can be found within the Loom, and any subsequent rolls made by anyone
to remember or uncover information about it suffer an internal penalty of (Whispers),
which may not reduce the dice pool below one. Consuming a corpse in this way attacks
the Fate of their former selves, not just the dead body.
”Heart”: The Abyssals heart is worked free from his ribcage, leaving a horrific
scar in his chest. This sacrificial amputation requires the Taint effect of Restless As
The Dead. The Abyssal manifests a throbbing, grinding chunk of the Neverborn,
or a miniature black nova of uncreation, as he replaces a part of his soul with the
eternal hatred of the Labyrinth. The Abyssal automatically ignores, at no cost, all
Emotion effects that would inspire anything but hate. However, his Compassion is
permanently reduced to one, refunding him the relevant experience points.
Source: Revlid

Devonian Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Lore 3; Type: Permanent
Keywords: Combo-OK, Obvious, Taint
Duration: Permanent
Prerequisites: Dark Messiah Form, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Devonian School of sorcery.* The character may attune to

225
artifacts much quicker.
* The character is capable of greater depths of research and analysis on supernat-
ural effects.
* The character is less likely to be interrupted when casting spells.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Devonian Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Lore 3; Type: Permanent
Keywords: Combo-OK, Obvious, Taint
Duration: Permanent
Prerequisites: Dark Messiah Form, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Devonian School of sorcery.* The character may attune to
artifacts much quicker.
* The character is capable of greater depths of research and analysis on supernat-
ural effects.
* The character is less likely to be interrupted when casting spells.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Devonian Absorption (Abyssal)


Cost: -; Mins: Essence 5, Occult 5, Lore 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Devonian School of sorcery.* The character may attune to
artifacts much quicker.
* The character is capable of greater depths of research and analysis on supernat-
ural effects.
* The character is less likely to be interrupted when casting spells.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Devonian Absorption (Sidereal)


Cost: -; Mins: Essence 5, Occult 5, Lore 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Devonian School of sorcery.* The character may attune to
artifacts much quicker.

226
* The character is capable of greater depths of research and analysis on supernat-
ural effects.
* The character is less likely to be interrupted when casting spells.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Salinan Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Awareness 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Salinan School of sorcery.* The character may use s Emerald
Countermagic against unnatural mental influence in some circumstances.
* The character may pull information from the Salinan Working, making their
Lore rolls more effective.
* The character gains more mileage out of their Arcane Link arcane links.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Salinan Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Awareness 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Salinan School of sorcery.* The character may use s Emerald
Countermagic against unnatural mental influence in some circumstances.
* The character may pull information from the Salinan Working, making their
Lore rolls more effective.
* The character gains more mileage out of their Arcane Link arcane links.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Salinan Absorption (Abyssal)


Cost: -; Mins: Essence 5, Occult 5, Awareness 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Salinan School of sorcery.* The character may use s Emerald
Countermagic against unnatural mental influence in some circumstances.
* The character may pull information from the Salinan Working, making their
Lore rolls more effective.

227
* The character gains more mileage out of their Arcane Link arcane links.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Salinan Absorption (Sidereal)


Cost: -; Mins: Essence 5, Occult 5, Awareness 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Salinan School of sorcery.* The character may use s Emerald
Countermagic against unnatural mental influence in some circumstances.
* The character may pull information from the Salinan Working, making their
Lore rolls more effective.
* The character gains more mileage out of their Arcane Link arcane links.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Solar)


Cost: -; Mins: Essence 5, Occult 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.

228
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Abyssal)


Cost: -; Mins: Essence 5, Occult 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Sidereal)


Cost: -; Mins: Essence 5, Occult 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Silurian Absorption (Terrestrial)


Cost: -; Mins: Essence 5, Occult 5, Linguistics 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Terrestrial Circle Sorcery, 5+ spells
This Absorption Charm allows its user to access several benefits incumbent
upon their training in the Silurian School of sorcery.* The character may use s Emerald
Countermagic against many Fair Folk Charms or glamours.

229
* The character can customize an existing spell, necessitating them to repurchase
it at half cost.
* The character has more control over their own Arcane Links and is able to sever
their supernatural ties.
Source The White and Black Treatises, p. 22
Category:Universal Charms
Source: The White and Black Treatises

Ten Thousand Inner Demons


Cost: 1+ Virtue Channel; Mins: Essence 3, Occult 5; Type: Simple
Keywords: Avatar (5), Merged (Bureaucracy, Larceny, Performance, War)
Duration: One scene
Prerequisites: Any Occult Excellency
Every being has sides of itself it hides; not just the repressed desires or tucked-
away hates, but the personal fears and agitated apathies. This Charm allows the
Abyssal to externalize his inner demons, creating imps imbued with the Exalts own
withered Virtues. When the Abyssal activates this Charm he may expend as many
channels from as many Virtues as he wishes, summoning up to (Virtue) imps per
expended channel, designed as described below. These creatures appear within
(Essence) yards of the Abyssal, crawling from the shadows or gloating out of thin
air, and disappear in much the same way when this Charm ends or the Abyssal dis-
misses them. If an imp is killed, it splatters into a greasy smear that dissolves at the
next sunrise.
—————————————-
BUILDING THE BEAST: IMPS
Imps are built using the rules for creating Necrotech constructs, with a coil rank
equal to the Abyssals rating in the Virtue they were spawned from, with the following
alterations:
They have access to all Abilities, not just those listed in the base Necrotech
statblock, and may raise them to a maximum of (Abyssals Essence) rather than (Coil
Rank).
They have access to Attribute Augmentations for all Attributes, not just those
listed, each costing one point.
They require no maintenance whatsoever, being creatures of externalized evil
rather than rotting meat.
They are sapient creatures, albeit ones formed from the congealed sins of the
Abyssal. As such, they have individual (albeit deranged) personalities, Willpower,
Virtues and a Motivation. They have a Willpower rating of ten, which is reduced to
zero when defending against the Abyssal. Their rating in the Virtue they stemmed
from is equal to the Abyssals own rating, while their other ratings are all set to one
(none of these ratings can be improved, and they interpret their Virtues through the
same lens as the Abyssal). Their Motivation is always some variation on serving their
Abyssal.
The Abyssal may design multiple creatures with a single imp template, splitting
their total coil rank any way that he likes. For example, rather than designing a single
Coil Rank 5 imp, he could design five Coil Rank 1 imps, or two imps of Coil Rank 2
and 3. Such groups count as a single imp for the purposes of summoning, all called
at once at the cost of an appropriate Virtue channel.

230
The Abyssal may redesign any or all of his imps by meditating in a place of Abyssal
essence or spiritual desolation, whereupon he is plunged into a dark dream, reshaping
his minions through the wet, choking laughter of Oblivion.
Source: Revlid

God-Slaying Torment
Cost: 2m; Mins: Essence 3, Occult 4; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Corpus-Rending Blow
This Charm permanently slays a spirit as the Abyssal consumes the last of its
Essence. The target lingers in an ephemeral form, screaming in agony, before shortly
disappearing.
This Charm is the Abyssal Mirror of the Solar Charm Ghost-Eating Technique.
Source Manual of Exalted Power: Abyssals, pp. 162-163.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
Mirror, ObviousCategory:Dusk Charms
2.5errata source=Scroll of Erratatext=This Charm cannot drain more motes from
a spirit than the total levels of damage dealt by the attack. Motes drained do not
go into the Abyssals Essence pool; rather, these torn-off fragments of spiritual power
swirl invisibly about her, empowering her to continue her assault upon unruly spirits.
For each mote drained by this Charm, the Abyssal may launch one Corpus-Rending
Blow at no mote cost. Phantasmal images of those spirits damaged or destroyed by
God-Slaying Torment during the scene flicker and churn within the Abyssals anima
until she has used up all captured Essence on Corpus-Rending Blows, or until the end
of the scene, at which point the drained power dissipates.
Source: Manual of Exalted Power: Abyssals

Terrestrial Circle Sorcery


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a character to perform Terrestrial Circle Sorcery actions
(see p. 252 of the Second Edition Core), and to cast Terrestrial Circle Spells.Source
Second Edition Core, p. 220.
Source: Second Edition Core

Terrestrial Circle Sorcery


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This charm allows the user to perform Terrestrial Circle Sorcery actions (see p.
252 of the Second Edition Core), and to cast Terrestrial Circle Spells.Source Manual
of Exalted Power: Sidereals, pp. 170.
Source: Manual of Exalted Power: Sidereals

231
Terrestrial Circle Sorcery
Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Terrestrial Circle
Sorcery actions (see p. 252 of the Second Edition Core), and to cast Terrestrial Circle
Spells.Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Terrestrial Circle Sorcery


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a character to perform Terrestrial Circle Sorcery actions
(see p. 252 of the Second Edition Core), and to cast Terrestrial Circle Spells.Source
Manual of Exalted Power: Dragon-Blooded, p. 134.
Source: Manual of Exalted Power: Dragon-Blooded

Terrestrial Circle Sorcery


Cost: 1wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Chosen to cast Terrestrial Circle Sorcery spells. See the
full text of the Charm for Details.Source First Edition Core, p. 191.
Source: First Edition Core

Terrestrial Circle Sorcery


Cost: 1 wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Viziers to cast Terrestrial Circle Sorcery spells.Source
Exalted: The Sidereals, p. 171.
Source: Exalted: The Sidereals

Terrestrial Circle Sorcery


Cost: 1wp; Mins: Essence 3, Occult 3; Type: Instant
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Abyssal to cast Terrestrial Circle Spells. See the full text
of the Charm for details.Source Exalted: The Abyssals, p. 197
Source: Exalted: The Abyssals

232
Terrestrial Circle Sorcery
Cost: 1 Willpower; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Dragon-Blood to cast Terrestrial Circle Spells.Source Ex-
alted: The Dragon-Blooded, p. 184.
Source: Exalted: The Dragon-Blooded

Celestial Circle Sorcery


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a character to perform Celestial Circle Sorcery actions (see
p. 252 of the Second Edition Core), and to cast Celestial Circle Spells.Source Second
Edition Core, p. 220-221.
Source: Second Edition Core

Celestial Circle Sorcery


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This charm allows the Sidereal Exalted Sidereal to perform Celestial Circle
Sorcery actions (see p. 252 of the Second Edition Core), and to cast Celestial Circle
Spells.Source Manual of Exalted Power: Sidereals, pp. 170.
Source: Manual of Exalted Power: Sidereals

Celestial Circle Sorcery


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites:
This Charm allows a Abyssal Exalted Abyssal to perform Celestial Circle Sor-
cery actions (see p. 252 of the Second Edition Core), and to cast Celestial Circle
Spells.Source Manual of Exalted Power: Abyssals, p. 162.
Source: Manual of Exalted Power: Abyssals

Celestial Circle Sorcery


Cost: 2wp; Mins: Essence 4, Occult 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery
This Charm allows the Chosen to cast Celestial Circle Sorcery spells. See the
full text of the Charm for Details.Source First Edition Core, p. 191.
Source: First Edition Core

233
Celestial Circle Sorcery
Cost: 2wp; Mins: Essence 4, Occult 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery, one prayer strip Charm
This Charm allows the Viziers to cast Celestial Circle spells. Refer to the full
text of the Charm for details.Source Exalted: The Sidereals, p. 171.
Source: Exalted: The Sidereals

Celestial Circle Sorcery


Cost: 2wp; Mins: Essence 4, Occult 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Terrestrial Circle Sorcery
This Charm allows the Abyssal to cast Celestial Circle spells. Refer to the full
text of the Charm for details.Source Exalted: The Abyssals, p. 197
Source: Exalted: The Abyssals

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisites: None
This Charm allows a Solar to perform Shadowlands Circle Necromancy actions
(see p. 6 of the The White and Black Treatise The Black Treatise), and to cast
Shadowlands Circle Spells.Source The White and Black Treatise The Black Treatise,
pp. 6 and 15-16
Source: The White and Black Treatises

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: Combo-OK, Emotion, Obvious
Duration: Instant
Prerequisites: None
This Charm allows a Solar to perform Shadowlands Circle Necromancy actions
(see p. 6 of the The White and Black Treatise The Black Treatise), and to cast
Shadowlands Circle Spells.Source The White and Black Treatise The Black Treatise,
pp. 6 and 15-16
Source: The White and Black Treatises

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Sidereal to perform Shadowlands Circle Necromancy ac-
tions (see p. 6 of the The White and Black Treatise The Black Treatise), and to cast

234
Shadowlands Circle Spells.Source The White and Black Treatise The Black Treatise,
pp. 6 and 17
Source: The White and Black Treatises

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This Charm allows an Abyssal Exalted Abyssal to perform Shadowlands Cir-
cle Necromancy actions (see p. 6 of the The White and Black Treatise The Black
Treatise), and to cast Shadowlands Circle Spells.Source Manual of Exalted Power:
Abyssals, p. 162
Source: Manual of Exalted Power: Abyssals

Shadowlands Circle Necromancy


Cost: -; Mins: Essence 3, Occult 3; Type: Permanent
Keywords:
Duration: Instant
Prerequisites:
This Charm allows a Terrestrial to perform Shadowlands Circle Necromancy
actions (see p. 6 of the The White and Black Treatise The Black Treatise), and to
cast Shadowlands Circle Spells. No more than one in a thousand Terrestrials can learn
this Charm and they can never learn Terrestrial Circle Sorcery.Source The White and
Black Treatise The Black Treatise, pp. 6 and 17
Source: The White and Black Treatises

Shadowlands Circle Necromancy


Cost: 1wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Solar to cast Shadowlands Circle Necromancy spells.
See the full text of the Charm for Details.Source Exalted: The Abyssals, p. 197 and
224
Source: Exalted: The Abyssals

Shadowlands Circle Necromancy


Cost: 1wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Sidereal to cast Shadowlands Circle Necromancy spells.
See the full text of the Charm for Details.Source Exalted: The Abyssals, pp. 197 and
224
Source: Exalted: The Abyssals

235
Shadowlands Circle Necromancy
Cost: 1wp; Mins: Essence 3, Occult 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to cast Shadowlands Circle Necromancy spells.
See the full text of the Charm for Details.Source Exalted: The Abyssals, p. 197
Source: Exalted: The Abyssals

Labyrinth Circle Necromancy


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords:
Duration: Instant
Prerequisites: Shadowlands Circle Necromancy, Shadowlands Circle Necro-
mancy
This Charm allows an Abyssal Exalted Abyssal to perform Labyrinth Circle
Necromancy actions (see p. 6 of the The White and Black Treatise The Black Trea-
tise), and to cast Labyrinth Circle Spells.Source Manual of Exalted Power: Abyssals,
p. 162
Source: Manual of Exalted Power: Abyssals

Labyrinth Circle Necromancy


Cost: -; Mins: Essence 4, Occult 4; Type: Permanent
Keywords:
Duration: Instant
Prerequisites: Shadowlands Circle Necromancy, Shadowlands Circle Necro-
mancy
This Charm allows an Abyssal Exalted Abyssal to perform Labyrinth Circle
Necromancy actions (see p. 6 of the The White and Black Treatise The Black Trea-
tise), and to cast Labyrinth Circle Spells.Source Manual of Exalted Power: Abyssals,
p. 162
Source: Manual of Exalted Power: Abyssals

Labyrinth Circle Necromancy


Cost: 2wp; Mins: Essence 4, Occult 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Shadowlands Circle Necromancy
This Charm allows the Solar to cast Labyrinth Circle Necromancy spells. See
the full text of the Charm for Details.Source Exalted: The Abyssals, pp. 198 and 224
Source: Exalted: The Abyssals

Void Circle Necromancy


Cost: -; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: None
Duration: Instant

236
Prerequisites: Shadowlands Circle Necromancy, Labyrinth Circle Necromancy
This Charm allows a Abyssal Exalted Abyssal to perform Void Circle Necro-
mancy actions (see p. 6 of the The White and Black Treatise The Black Treatise),
and to cast Void Circle Spells.Source Manual of Exalted Power: Abyssals, p. 162
Source The White and Black Treatises The Black Treatise, p. 6Category:Charms
from The White and Black Treatises
Source: Manual of Exalted Power: Abyssals

Void Circle Necromancy


Cost: -; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Shadowlands Circle Necromancy, Labyrinth Circle Necromancy
This Charm allows a Abyssal Exalted Abyssal to perform Void Circle Necro-
mancy actions (see p. 6 of the The White and Black Treatise The Black Treatise),
and to cast Void Circle Spells.Source Manual of Exalted Power: Abyssals, p. 162
Source The White and Black Treatises The Black Treatise, p. 6Category:Charms
from The White and Black Treatises
Source: Manual of Exalted Power: Abyssals

Void Circle Necromancy


Cost: 3wp; Mins: Essence 5, Occult 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Labyrinth Circle Necromancy
This Charm allows the Abyssal to cast Void Circle Necromancy spells. See the
full text of the Charm for Details.Source Exalted: The Abyssals, p. 198
Source: Exalted: The Abyssals

Spirit-Scenting Appetite
Cost: ; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: Avatar (1), Compulsion, Taint
Duration: Permanent
Prerequisites: Spirit-Sensing Meditation
Oblivion is hungry, as much as the anti-concept can be anything, and the rich
flesh of gods and demons will sate it only slightly. Spirit-Sensing Meditation is ren-
dered Permanent as a Taint effect, but carries the downside of rendering the living
Essence of spirits utterly delectable to the Abyssal’s warped senses; he must roll
(Temperance - Whispers) the first time in a scene that he perceives a god, elemental,
demon or other living spirit suffering from a wound penalty from lethal damage. Fail-
ure imposes a Compulsion forcing him to immediately attack and feed on that spirit,
which can be resisted for the scene by spending two points of temporary Willpower.
In addition, the Abyssal gains additional dice on any roll to track or detect a spirit
(living or otherwise) equal to that spirit’s Cult rating, using the stream of prayers
like a blood-trail. These do not count as dice added by Charms. He may also roll
(Perception + Occult) at difficulty 2 to recognize a character who has spent time in
the past day praying to any one spirit he has fed from in the past week.

237
Source: Revlid

Shade-Swallowing Feast
Cost: ; Mins: Essence 3, Occult 3; Type: Permanent
Keywords: Avatar (2), Obvious, Overdrive
Duration: Permanent
Prerequisites: Spirit-Scenting Appetite
Sucking broken ghosts and defeated gods alike into her cavernous maw, the
Abyssal gains dark sustenance from the spirits she slaughters. One particularly cor-
pulent Midnight Caste has begun writing ghoulish reviews of the meals he made of
various gods, directing them as prayers to Yu-Shan. They have been met with a
general lack of amusement. This Charm grants the Abyssal an empty Overdrive pool
with a capacity of ten motes. Whenever the Abyssal would gain any kind of motes
from harming spirits, such as through a bite attack, the Ravening Mouth of (Ability)
Charms, a soulsteel weapon, or even God-Slaying Torment, she may instead gain an
equal number of offensive motes.
Secondly, whenever the Exalt kills a spirit in a manner that could grant her offen-
sive motes through this Charm, she gains further offensive motes equal to the spirit’s
Essence, plus the lower of the spirit’s Cult or her Whispers. For the purposes of this
Charm, enslaving a spirit through Spirit-Chaining Doom is the same as killing it.
Upon learning Oblivion Triumphant, this Charm expands to include raksha. It
also includes humans, but only for the second mote-gain condition, and only if the
Abyssal consumed their higher soul with God-Slaying Torment.
Source: Revlid

Banquet of Gods and Devils


Cost: 10m, 1wp; Mins: Essence 4, Occult 5; Type: Simple
Keywords: Combo-OK, Avatar (5), Obvious
Duration: One Scene
Prerequisites: Soul Reaver’s Rumination
At the end of the world, the avatars of Oblivion will sit at a table carved
from the golden bones of the daystar and set with the Cup Graces of all the ishvara
that never were. The deathknights will line it, and its head will sit the new-formed
humaniform jouten of the Neverborn, the rusted skeleton of the Engine of Extinction,
the frosted, stuttering persona of Bleak Moments Frozen, the insensate sarcophagus
of Who Holds in Thrall. As the toasts come to an end and the jaws of infinity begin to
gnaw at even this tableau, the guests will set to their meals with a will, devouring the
spirits of Heaven, Hell and Creation itself, slaughtered like low beasts for the platter.
The Abyssal may activate this Charm whenever she has at least (Whispers) spirits
stored in her anima through Soul Reaver’s Rumination. Her Overdrive pool tem-
porarily expands in capacity by fifteen motes, as her anima immediately flares to the
totemic level; the identities of all trapped spirits become Obvious to onlookers, even as
she consumes them. She immediately consumes every spirit she currently has stored
in her soul, gaining the appropriate offensive motes. If this would cause her to gain
more motes than she could actually hold in her Overdrive pool, any excess motes are
not lost; instead, they are retained separately, funneled into the Abyssal’s Overdrive
pool as it empties. This does not actually increase the capacity of her Overdrive pool

238
any further. For the rest of the scene, the base costs of Spirit-Cutting Attack and
God-Slaying Torment are reduced by one mote.
In addition, every time the Abyssal consumes a spirit while this Charm is active
(including her initial gluttony), she immediately gains points of positive physical
mutations equal to that consumed spirit’s Essence ratings, which she must spend
immediately. These mutations must be appropriate to the consumed spirit or the
theme of deathly hunger, and all vanish at the end of the scene, unless the Abyssal
wishes to spend experience to retain them permanently (at the usual rate of two
experience points per mutation dot).
Source: Revlid

Soul Reaver’s Rumination


Cost: ; Mins: Essence 4, Occult 5; Type: Permanent
Keywords: Avatar (3)
Duration: Permanent
Prerequisites: Shade-Swallowing Feast, God-Slaying Torment
The workings of the soul are among those things Abyssal have a natural edge
over their Solar siblings in, insofar as it applies to horribly twisting them into some-
thing more akin to a sick charcuterie than the seat of a human self. Whenever he
would gain offensive motes with Shade-Swallowing Feast by consuming a spirit (or
other valid target) through God-Slaying Torment, the Abyssal may elect to refuse
those motes, instead keeping the spirit’s self trapped in the whirling alchemy of his
anima. Such spirits do not leave the Abyssal’s anima at the end of the scene; he may
keep them stored for up to one month, after which they are automatically released.
The Abyssal may store up to (Whispers + Essence) spirits at once, and may release
or consume any of them reflexively; a released spirit collapses out of the Abyssals’s
anima into a monochrome, barely-conscious carcass that dissolves as described in
God-Slaying Torment.
A consumed spirit, on the other hand, evaporates from the anima with an agonized
shriek, providing the Abyssal with offensive motes through Shade-Swallowing Feast
as though he had just slain it. Consuming a spirit flares the Abyssal’s anima to
the 8-10 level, it was not before, rendering all the spirits trapped within visible as
plasm dribbles from the corners of her mouth in the form of blood, black bile, or
glistening drool. As an alternative to gaining motes from consuming a spirit, the
Abyssal may reset the month-long duration of a single spirit’s entrapment, keeping a
particularly-hated prisoner locked in his soul by sacrificing demons and gods alike to
it.
The Abyssal may commune with spirits stored with this Charm by meditating,
but given that their eventual fates are consumption or dissipation, with enslavement
as an outside chance, most see little point in bothering.
Source: Revlid

Condensed Soul Alchemy


Cost: 1wp; Mins: Essence 4, Occult 5; Type: Reflexive
Keywords: Combo-OK, Obvious, Avatar (3), Taint
Duration: One scene
Prerequisites: Soul Reaver’s Rumination

239
The workings of the Exalts soul are reworked once more, becoming less of a
butchery and more of a spiritual chemistry set, the tubes and gauges of her higher
soul pressed into sinister action alongside the bellows and anvils of the lower. The
Abyssal may activate this Charm whenever she consumes a spirit bound within her
anima through this Charm’s prerequisite, sacrificing any offensive motes that would
have been gained to instead crush, mould and bind the spirit within the alchemical
processes of her soul, forging it into a magical material. In place of any offensive motes,
she applies the bonuses of this magical material to her natural attacks and natural
soak, which (as normal) does not stack with any magical material bonus acquired
from equipment. This effect is made Obvious through the Abyssal’s extremities and
wounds, where the skin peels away to reveal the metal beneath, and the altered hue
of her skin.
The type of magical material provided depends on the nature of the spirit; ghosts
are distilled into soulsteel, while elementals are ground into Underworld jade, and gods
and demons are melted into greasy starmetal. Specific spirits may provide different
magical material bonuses at the Storyteller’s discretion, such as the god of silver, who
would provide moonsilver bonuses.
This Charm can be freely taken as a Taint effect upon being activated, permanently
fusing that variety of magical material to the Abyssal’s natural attacks and soak. This
magical material can only be changed for a different type by extracting all of it, a
difficulty 7 operation taking twenty-five hours that must be magically enhanced, and
inflicts one die of unsoakable lethal health damage on the Abyssal at the end of each
hour it goes on.
Further, the Abyssal’s inhuman nature begins to express itself through her ap-
pearance in ways other than morbid horror or graveyard beauty, incorporating a
more mechanical or chthonic aspect. Perhaps soulsteel hinges or functionless seams
appear at her joints or the edges of her face, or her skin takes on the temperature
and hue of fine Underworld marble.
Source: Revlid

Impossible Consumption Inversion


Cost: ; Mins: Essence 5, Occult 5; Type: Permanent
Keywords: Avatar (5), Obvious
Duration: Permanent
Prerequisites: Condensed Soul Alchemy
The Abyssals mastery of her delicate and monstrous inner workshop now
matches her monstrous occult hunger, and she combines the two in a technique bear-
ing the appalling savagery and baffling paradox so common to Underworld philosophy
she consumes herself. Her skin, flesh and bones are drawn steadily into her own mouth,
stretching taut and then tearing as they reach their tensile limit, leaving behind only
an immaterial form of pitch black nightmare. Note that the Abyssal need know only
one of this Charms prerequisites to be able to learn this Charm itself.
The Abyssals body permanently assumes a natural dematerialized state like a
ghost (being material by default in the Underworld and Shadowlands at night, and
immaterial by default elsewhere), her form twisted into a stylised soulsteel-black (or
white) version of her former self. The Abyssal gains the benefits of a spirits panoply
with regard to the material state of her own possessions and attuned artifacts (they
are not grave goods, and as such are not destroyed on contact with the sun, etc.).

240
She always counts as wearing the trappings of death while in her new form, and
no longer needs to breathe air. She no longer requires food or drink, and gains no
hunger penalties within a shadowland or the Underworld. Outside of these places,
she hungers and gains penalties as normal (though she will never die of deprivation),
but may only sate this hunger by feeding on Essence, whether that of the living
or the dead, through any method (returning to a shadowland or the Underworld
immediately ends these penalties, returning them to zero). She no longer needs to
sleep at all, and is immune to all the effects of mundane disease. If she knew the
Charms Charms:Restless as the Dead Restless as the Dead, Charms:Corpse Needs
No Food Corpse Needs No Food, or Charms:Breathless Ghost Emulation Breathless
Ghost Emulation, she is immediately refunded their full experience point cost.
She may manifest or conceal her presence to communicate as a translucent appari-
tion, toggling between the two states for a reflexive cost of one mote. Any anima
banner display at the four to seven mote level or above automatically manifests,
regardless of whether her form has manifested. While immaterial, the effect of the
Charm Corpus-Rending Blow is inverted just as much as the Abyssal, allowing him to
strike at material creatures. Used in this way, the Charm gains a one-mote surcharge,
and does not cause Aggravated damage.
Finally, the Abyssal gains the Spirit Charm Charms:Materialize Materialize for
free as a benefit of purchasing this Charm (see Exalted, p. 295), using the standard
formula of (Willpower + Essence x 5) motes to either materialize her current, inverted
form or to build a convincing simulacrum of her former appearance. If this cost
exceeds the maximum size of her combined Essence pools, then paying her entire pool
is sufficient. Whenever a character with this Charm materializes, she either manifests
ripples across her inhuman form as she fully enters this plane, or her original form
seems to creep like a spider or slug out of her mouth, crawling over her form and
reasserting itself as her fleshy sleeve in a matter of moments. The mote cost of that
Charm can be waived if the Abyssal simply builds a new body around himself with
Charms:Ivory Whirlwind Restoration Ivory Whirlwind Restoration
Source: Revlid

Arcane Soul-Fusion Chemistry


Cost: 20m, 2wp; Mins: Essence 4, Occult 5; Type: Simple (seven long ticks)
Keywords: Avatar (3), Obvious
Duration: Instant
Prerequisites: Soul Reaver’s Rumination
The byzantine pseudo-spiritual processes that occur within the Abyssals soul
take the form of a dark genesis, bubbling rendered souls together and mixing, distill-
ing, purifying. The result, regurgitated in a magiscientific mockery of a sinning birth,
is a creature one step closer to the Neverborns vision of all the Underworld. Upon
activating this Charm, the Abyssal consumes any number of spirits he currently has
stored in his anima, fusing them into a dark, mercurial orb that hovers in the light
of his soul. The Abyssal swallows this immaterial egg, and shudders for a moment
before disgorging the hatched result, a twisted creature of dry basalt, quivering flesh
and black metal.
This hekatonkhire is designed as though it were a genesis project with a Gene-
sis rating equal to (highest Essence among consumed spirits + number of consumed
spirits); it requires no materials or skill at Medicine to create, and is ”crafted” in-

241
stantly, disgorged by its chemistry-set-parent. It must have the ”Creature of Death”,
”Creature of Darkness” and ”Native to the Underworld” spiritual mutations, but oth-
erwise can choose mutations as normal. It can be given any Arcanoi that it meets
the requirements for as six-point mutations, and can raise its Essence rating up to a
maximum of (Abyssal’s Whispers) rather than the normal 3. It may (at the Story-
teller’s discretion) start with intimacies that act as twisted, negative versions of the
Motivations of the consumed spirits that were used to create it. The Abyssal has no
more control over this entity than he would any other hekatonkhire.
Source: Revlid

Inescapable Massacre Technique


Cost: 5m, 1wp; Mins: Essence 2, Performance 3; Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror, Obvious
Duration: One scene
Prerequisites: Morbid Fascination Style
This Charm forces those nearby to stand to confront or bear witness to the
atrocities the deathknight perpetrates, preventing potential victims from fleeing.
This Charm is the Abyssal Mirror of the Solar Charm Face the Light.
Source Manual of Exalted Power: Abyssals, p. 141.
Source: Manual of Exalted Power: Abyssals

Soul-Dessicating Style
Cost: 6m; Mins: Essence 2, Performance 4; Type: Supplemental
Keywords: Combo-OK, Emotion, Mirror, Social
Duration: One scene
Prerequisites: Any Performance Excellency
An attempt to instill negative emotions in an audience becomes supernatural
when enhanced with this Charm.
This Charm is the Abyssal Mirror of the Solar Charm Heart-Compelling Method.
Source Manual of Exalted Power: Abyssals, p. 142.
Source: Manual of Exalted Power: Abyssals

Lies that Tell Themselves


Cost: 10m, 1wp; Mins: Essence 2, Performance 5; Type: Simple (Speed 5 in
long ticks)
Keywords: Combo-OK, Illusion, Mirror, Social
Duration: Instant
Prerequisites: Haunting Apparition Trick, Soul-Dessicating Style
This Charm changes the memories of the Abyssal’s audience.
This Charm is the Abyssal Mirror of the Solar Charm Memory-Reweaving Disci-
pline.
Source Manual of Exalted Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

Forum-Conquering Rant
Cost: 4m, 1wp; Mins: Essence 2, Performance 4; Type: Extra Action

242
Keywords: Combo-OK, Mirror, Obvious, Social
Duration: Instant
Prerequisites: Morbid Fascination Style
The vile tongues of the deathknights are insidious and quick. This Charm is
a magical flurry of up to (Essence + 1) actions in social combat, all of which ignore
any Rate restrictions that might apply, suffer no multiple action penalties and inflict
only the highest DV penalty of any single action in the flurry. The actions that
may be a part of this flurry are Performance- and Presence-based social attacks, and
Miscellaneous actions to reestablish surprise with Manipulation + Socialize. The
social attacks that are a part of this flurry can only be made to attack a targets
Motivation, erode a targets Intimacies, or encourage or instill negative emotions and
beliefs (see sidebar, ”’The Manual of Exalted PowerAbyssals”’, p. 137). Use of this
Charm is only Obvious if the Exalt makes four or more attacks in the flurry.
This Charm is the Abyssal Mirror of the Solar Charm Indivisible Themes of Splen-
dor.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Perpetual Incubus Mastery


Cost: ; Mins: Essence 5, Performance 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Irresistible Succubus Style
This Charm permanently enhances its prerequisite, changing its type to Sup-
plemental. It no longer is a social attack itself, but instead enhances other social
attacks, adding (Appearance) extra dice and, apart from the normal effects of the so-
cial attack, building an Intimacy of lust as described under Irresistible Succubus Style.
Abyssals with Essence 6+ also reduce the mote cost of Irresistible Succubus Style to
five, and those with Essence 8+ reduce its cost to zero motes and zero Willpower.
This Charm is the Abyssal Mirror of the Solar Charm Allure of Divine Beauty.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Secret Heart Iniquity


Cost: ; Mins: Essence 3, Performance 5; Type: Permanent
Keywords: Emotion, Mirror, Social
Duration: Permanent
Prerequisites: Soul-Dessicating Style
Tucked away in the corners of even the most compassionate, valorous and tem-
perate hearts are nuggets of disdain, cowardice and unbridled lust. The Abyssal
Exalted know how to bring out these deeper, truer emotions. When a deathknight
makes a social attack supplemented by Soul-Dessicating Style, he may name a Virtue
that is relevant to his attack. Any target whose rating in that Virtue is not 5 treats
the Virtue as if it were instead rated at 1 for the purposes of responding to the attack.
Those with a rating of 1 in the chosen Virtue instead drop to 0, becoming completely
detached from the tenets of the Virtue.
Further, to act in accordance with the chosen Virtue in response to the social

243
attack, a target must succeed on a roll of that Virtue (at the lowered rating) and the
character may not spend Willpower to automatically succeed. This unnatural emotion
can be resisted by spending two Willpower, except in the case of the Exalted, who
spend no Willpower but gain one Limitor one Resonance in the case of Abyssalsto
resist the effect. This Charm may supplement other Abilities, and it has no effect on
the primary Virtue of Exalted who suffer the Great Curse.
This Charm is the Abyssal Mirror of the Solar Charm Mastery-of-Passion Nuance.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Unstoppable Incubus Mastery


Cost: ; Mins: Essence 5, Performance 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Irresistible Succubus Style
This Charm permanently enhances its prerequisite, changing its type to Sup-
plemental. It no longer is a social attack itself, but instead enhances other social
attacks, adding (Appearance) extra dice and, apart from the normal effects of the so-
cial attack, building an Intimacy of lust as described under Irresistible Succubus Style.
Abyssals with Essence 6+ also reduce the mote cost of Irresistible Succubus Style to
five, and those with Essence 8+ reduce its cost to zero motes and zero Willpower.
This Charm is the Abyssal Mirror of the Solar Charm Allure of Divine Beauty.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Cracked Sepulcher Atrocity


Cost: 20m, 1wp; Mins: Essence 4, Performance 5; Type: Simple
Keywords: Combo-Basic, Illusion, Obvious
Duration: Instant
Prerequisites: , Lies That Tell Themselves
The cruelest liar of all is life. It offers hope, compassion, lovebleak impossibilities
in the face of the blackest night that is Oblivion. Laying his hand upon a corpse, the
Abyssal rolls (Manipulation + Performance), burning a black handprint into its dead
flesh. The dead thing rises, given a black unlife by the Abyssal’s magic. It has the
traits of a non-extra zombie, but the Abyssal may distribute an additional (Essence)
dots among its Attributes and Abilities, although he may not raise any trait above
5. The zombie knows and obeys the Abyssal’s will intuitively, little more than a
shell for his dark commands. The revenant crumbles to dust at the end of the scene,
unless the Abyssal devotes a point of Willpower to sustaining it. Should he spend
that Willpower, his zombie is destroyed.
But the ultimate malice of this Charm is not in reanimation. Upon witnessing
the returned dead, any character who knew them in life suffers an unnatural mental
influence. If their Dodge MDV is less than the successes the Abyssal garnered on
the activation roll, they succumb to an Illusion effect, causing them to believe that
the undead abomination is actually the original character, resurrected and restored
to life. They will ignore all evidence to the contrary, not seeing the obvious undeath
of the zombie, and rationalize whatever reasons they need for the sudden return of

244
the dead. The simple or uneducated might believe it an actual resurrection, while
those conversant with sorcerous lore understand that their beloved friends or hated
enemies must have never been dead, escaping doom only to return later.
In addition, the undead drinks in the memories of those who succumb to this
influence, allowing it to know everything they do of who it was in life. Should the
Abyssal will it, the zombie can imitate its former self perfectly, between the memories
it has stolen and the obfuscation of the unnatural mental influence. Only those who
resist or fight off the influence can see it for what it really is, and their warnings will
be ignored by those caught in the sway of this Charmonly by destroying the zombie
can the others be freed from the influence. This unnatural mental influence costs two
Willpower to resist, but those who possess an Intimacy to the dead character, or who
possessed an Intimacy to him for at least a month while he was alive, must pay an
increased cost of five Willpower to do so. Once a character has paid to resist the
unnatural mental influence of this Charm, they not only shake it off, but are immune
to the magics of this Charm for a day, allowing them to see through the illusion that
cloaks any zombies created by the Abyssal.
Source: The Demented One

Wretched Concubine Humiliation


Cost: ; Mins: Essence 3, Performance 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Irresistible Succubus Style
The Abyssal Exalted have no compunctions against sexual coercion and abuse.
If the victims of their romances are stricken with heart-numbing fear, then it only
makes it more enjoyable. This Charm upgrades Irresistible Succubus Style. If the
Abyssal chooses, he may use it to inflict Intimacies of fear towards himself, instead
of creating unwanted lust. If he does, then he adds three automatic successes to his
roll if he has Appearance 1, or five automatic successes if he has Appearance 0. In
addition, as a permanent enhancement to the Abyssal’s capabilities, characters with
an Intimacy of fear towards him are considered to also have an Intimacy of lust for
purposes of any social attack or mental influence he exerts, letting him coerce his
victims into sexual humiliation.
Source: The Demented One

Paralyzing Fear Infliction


Cost: 7m; Mins: Essence 3, Performance 4; Type: Supplemental
Keywords: Combo-Basic, Compulsion, Mirror (Peaceable Convocation Manner),
Social
Duration: One scene
Prerequisites: Morbid Fascination Style
None dare interrupt the Abyssal Exalted, not if they wish to keep their lives.
This Charm can supplement any roll to Join Debate. The Abyssal makes a (Manipu-
lation + Performance) roll as a reflexive social attack against the Dodge MDV of all
characters in the scene. This Charm exerts unnatural mental influence on all charac-
ters whose MDV is beaten, preventing them from making a Join Battle or Join War
roll for as long as the Abyssal commits the motes. This influence also applies to the
Deathknight. This Compulsion prevents other characters from initiating hostilities,

245
forcing them to keep to negotiation through unnatural mental influence. This does
not prevent them from leaving, heckling the Abyssal, or taking any other action that
is not sufficiently hostile to require combat or mass combat. This unnatural mental
influence may be resisted for a cost of three Willpower. Once any character in the
scene rolls Join Battle or Join War, this Charm’s duration is ended. This Charm may
only be used once in a scene.
Source: The Demented One

Master Orator Stance


Cost: 3m; Mins: Essence 1, Performance 2; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Contentious Debating Method), Social
Duration: One scene
Prerequisites: , Any Performance Excellency
The messiahs of the Midnight Caste can abide no truths other than their own.
While this Charm is active, the Deathknight calculates his Parry MDV as (Charisma
or Manipulation + Performance x 2). An otherwise identical version of this Charm
may be learned as a Presence Charm, allowing the Deathknight to calculate his Parry
MDV as (Charisma or Manipulation + Presence x 2).
Source: The Demented One

Caustic Spite Ridicule


Cost: 5m (+3m per additional target); Mins: Essence 3, Performance 5; Type:
Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Opinion-Swaying Solar Countermand), Social
Duration: Instant
Prerequisites: , Blind Demagogue Attitude
It takes only the laughing mockery of a Deathknight to reveal the meaningless-
ness of shining, gilded words. The Abyssal may activate this Charm in response to
any spoken mental influence which he is aware of, natural or unnatural. This Charm
allows the Deathknight to make a perfect social parry against that influence, even if
it is unblockable. If the mental influence targets multiple characters, this Charm may
defend any of them for a cost of three motes for each target. The Abyssal must speak
some argument or mockery against whatever effect the influence seeks to exert. The
mental influence need not be directed against himhe can just as easily use this Charm
to defend an ally or a mob of Shadowlands mortals as he could himself.
Source: The Demented One

The Horrors of Loss


Cost: (3m, 1wp); Mins: Essence 4, Performance 5; Type: Permanent
Keywords: Emotion
Duration: Permanent
Prerequisites: Soul-Desiccating Style
The Abyssal Exalted understand the aesthetics of murder, the art of the sense-
less tragedy and the mutilated corpse. The Abyssal may pay three motes and a point
of Willpower whenever he kills another character, endowing their death with a deep
and disturbing symbolic meaning. This can always enhance direct killings, but can
also be used if the Abyssal uses mental influence to compel a character to commit

246
suicide. He rolls (Charisma + Performance), adding automatic successes equal to the
(Essence) of his victim. Allies of the murdered character lose a point of Willpower
from witnessing his death if this roll exceeds their MDVs, and also suffer an Emotion
of horror at his death for the rest of the scene. Characters that had a positive Inti-
macy towards the victim instead lose two points of Willpower. This unnatural mental
influence can be resisted for a further cost of one Willpower, although doing so does
not i the Willpower drain. But that is not the worst of the horror this Charm has
to offer. If the Abyssal chooses to commit the motes spent, this influence becomes
infectious, tormenting those who knew his victim in life. Whenever a character who
knew the Abyssal’s victim learns of their death, either through seeing direct evidence
of it or by being told, they suffer the effects of this Charm as if they had witnessed
the death directly. This horror is even worse for characters that possessed a posi-
tive Intimacy for the victim. Such characters cannot spend Willpower to resist the
Emotion effect of this Charm, nor can their Intimacy be eroded or removed, for as
long as the Abyssal commits the cost of this Charm. In addition, such characters also
reduce any Willpower they regain from sleeping by one point, to a minimum of zero,
as their obsession with their friend’s death fills their dreams with nightmares. Mortal
characters also lose the ability to recover Willpower through any means other than
stunting.
Source: The Demented One

Haunting Inflection Trick


Cost: 1 mote per 2 dice; Mins: Essence 2, Performance 2; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites:
This Charm adds dice to an Abyssal’s Performance or Presence roll.
Source Exalted: The Abyssals, p. 176.
Source: Exalted: The Abyssals

Lamenting Ghost Technique


Cost: 1 mote per 1L damage; Mins: Essence 2, Performance 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Withering Dirge
The Abyssal screams, creating a sonic blast and causing damage to a single
target.
Source Exalted: The Abyssals, p. 177.
Source: Exalted: The Abyssals

Heart-Sculpting Oration
Cost: 6 motes, 1 Willpower; Mins: Essence 2, Performance 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Haunting Inflection Trick, Morbid Fascination Style
This Charm allows the Abyssal to spark a desired emotion in the hearts of
listeners, who will then act accordingly.

247
Source Exalted: The Abyssals, p. 177.
Source: Exalted: The Abyssals

Spine-Chilling Thriller Attitude


Cost: 6 motes; Mins: Essence 3, Performance 4; Type: Simple (Speed 5 in Long
Ticks)
Keywords: Combo-Basic, Compulsion, Emotion, Illusion, Mirror (Improvisa-
tional Capering Performance), Obvious, Social
Duration: Instant
Prerequisites: , Haunting Apparition Trick
When an Abyssal sees fit to sing and dance, he commandeers the weak around
him to participate in his display, lest they be slain for their hesitation. This Charm
is a (Charisma or Manipulation + Performance) Social attack, drawing a Magnitude
(Essence) group of extras from the surrounding area to assist as a Compulsion effect.
The Abyssal, for this single attack, gains all the benefits of leading a Mass Social
Combat unit, and the singing or dancing skill of the extras is largely irrelevant. After
the spontaneous performance (which almost always involves both song and dance,
though performance art is not prohibited), the extras dissipate back to their previous
activities, thinking nothing of the performance (as an Illusion effect). Furthermore,
any such extras that are not undead gain an Intimacy of fear toward the Abyssal as
an Emotion effect.
Source: Octopoid

Nightmare-Fueled Diatribe
Cost: 5m; Mins: Essence 3, Performance 3; Type: Simple
Keywords: Combo-Ok, Obvious, Emotion, Avatar (1), Leader 4
Duration: One scene
Prerequisites: Morbid Fascination Style
The deathknight draws on his psychic link with the Neverborn and the air
around him shimmers with death-aspected essence, lending terrible weight to his
words. He smiles while casually recounting the latest nightmare of his masters, in-
ducing screams and tears from his horrified audience.
Roll the character’s (Manipulation + Performance + Whispers). Everyone who
can hear him is subject to unnatural mental influence: targets whose MDV is lower
than the deathknight’s successes are overcome by terror and suffer a 2 internal penalty
on all non-reflexive actions for the rest of the scene. This penalty does not apply to
actions related to escaping from the Abyssal’s presence. Additionally, affected extras
flee as fast as they can to a place of safety. Affected targets may spend two Willpower
to become immune to this Charm’s effects for the rest of the scene.
This Charm may be used in conjuction with Screaming in Silence to deliver a
psychic attack against a single target. In this case, Nightmare-Fueled Diatribe is only
Obvious to the affected target. Upon reaching Essence 4, the character may invoke
this Charm in Mass Combat to force an enemy unit to make an immediate Rout
check.
Source: Black Paper Moon

248
Withering Dirge
Cost: 2 motes per 1L damage; Mins: Essence 2, Performance 3; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Haunting Inflection Trick
This Charm allows the Abyssal to inflict damage with a Performance roll.
Source Exalted: The Abyssals, p. 176.
Source First Edition Storytellers Companion, p. 46
Source: Exalted: The Abyssals

Dancing in the Darkest Cage


Cost: 10m, 1wp, 1hl; Mins: Essence 3, Performance 5; Type: Simple (6 long
ticks)
Keywords: Wanton
Duration: Instant
Prerequisites: Irresistible Succubus Style
The Abyssal uses this Charm while in their Monstrance of Celestial Portion
monstrance. They perform a dance to entice their Neverborn master who slakes
their lust upon the Abyssal. The Abyssal then has a limited amount of immunity
to social attacks by their Neverborn lover (or an Abyssal allied to them) or their
Deathlord.Source Exxxalted Scroll of Swallowed Darkness, p. 97
Source: Scroll of Swallowed Darkness

Servant-Felling Speech
Cost: 15m, 1wp; Mins: Essence 3, Performance 5; Type: Simple (Speed 5 in
Long Ticks)
Keywords: Combo-Basic, Obvious, Social, Mirror, Compulsion
Duration: Instant
Prerequisites: Soul-Dessicating Style
In order to destroy your enemy, you must first rid him of his support. Using
this charm, the Abyssal speaks to a crowd of people with a magnitude up to his
Essence, telling them of the pointlessness of servitude or, indeed, life. At the end of
the speech, the Deathknight rolls Charisma + Performance versus the Dodge MDV
of the targets, with an external penalty to the roll equal to the highest Essence
of any being who has inflicted Unnatural Mental Influence upon the listeners. If
the roll succeeds, everyone who hears the Deathknight’s speech must immediately
spend willpower to resist any mental influence under which they suffer that was not
laid by the Deathknight himself. In addition, listeners may forgo one point of the
willpower cost for every three threshold successes on the roll, instead taking a point
of bashing damage per willpower point not spent. If the target takes damage equal
to the willpower cost of the resistance, the Unnatural Mental Influence is broken, and
the now-removed effect is made Obvious to the target. Exalted who have Unnatural
Mental Influenced removed by this charm gain a point of limit in addition to the
bashing damage taken, as though they had spent willpower to resist the influence.
This Charm is the Abyssal Mirror of the Solar Charm Eye-Opening Sermon Tech-
nique.
Source HobbitGuy1420
Source: HobbitGuy1420

249
Black Breath of the Pit
Cost: 2m+, 1wp; Mins: Essence 4, Performance 5; Type: Simple
Keywords: Combo-OK, Obvious, Mirror
Duration: Scene
Prerequisites: Withering Phantasmagoria, Infinite (Ability) Mastery (Abyssal)
The voices of the dead shriek unceasingly, without the need to draw breath.
When imitating them, so can the Abyssal Exalted. This charm allows a DeathKnight
to torment the living for longer periods without exhausting his resources. Motes
committed to this charm reduce the cost to activate C Withering Phantasmagoria.
Each two motes committed to this Charm reduces the mote cost for any mode of C
Withering Phantasmagoria by one, to a minimum of 0. Exalted with Essence 4 can
spend up to six motes on this Charm, while Exalted with Essence 5+ may commit
as many motes as they like.
In addition, while motes remain Committed to this Charm, attacks made with
Withering Phantasmagoria ignore the target’s Hardness, as well as one point of the
targets Soak
This Charm is the Abyssal Mirror of the Solar Charm Unending Fount of Glorious
Wrath.
Source HobbitGuy1420
Source: HobbitGuy1420

Deadly Resonance Technique


Cost: -; Mins: Essence 3, Performance 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Withering Phantasmagoria
This charm improves its prerequisite, increasing the range of the Deathknight’s
attacks with Charms:Withering Phantasmagoria Withering Phantasmagoria to his
(Essence + Performance) x 10 yards. At Essence 6, the range improves to (Essence
-4) miles.
This charm is the Abyssal mirror to the Solar charm, Charms:Far-Reaching Judg-
ment Method Far-Reaching Judgment Method
Source HobbitGuy1420
Source: HobbitGuy1420

Morbid Fascination Style


Cost: 5m; Mins: Essence 2, Performance 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Mirror, Obvious, Social
Duration: One scene
Prerequisites: Life-Mocking Assembly, Bone Graft Technique
This Charm terrifies an audience into listening to what the Abyssal has to
say.This Charm is the Abyssal Mirror of the Solar Charm Respect Commanding
Attitude.
Source Manual of Exalted Power: Abyssals, p. 141.
Source: Manual of Exalted Power: Abyssals

250
Morbid Fascination Style
Cost: 5m; Mins: Essence 2, Performance 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Mirror, Obvious, Social
Duration: One scene
Prerequisites: Life-Mocking Assembly, Bone Graft Technique
This Charm terrifies an audience into listening to what the Abyssal has to
say.This Charm is the Abyssal Mirror of the Solar Charm Respect Commanding
Attitude.
Source Manual of Exalted Power: Abyssals, p. 141.
Source: Manual of Exalted Power: Abyssals

Irresistible Succubus Style


Cost: 10m, 1wp; Mins: Essence 3, Performance 5; Type: Simple (Speed 6 in
long ticks)
Keywords: Combo-OK, Emotion, Mirror, Obvious, Social
Duration: Instant
Prerequisites: Soul-Dessicating Style
This Charm forces an audience to feel lust for the Abyssal, no matter how
uncomfortable or disgusting it may be.This Charm is the Abyssal Mirror of the Solar
Charm Husband-Seducing Demon Dance.
Source Manual of Exalted Power: Abyssals, p. 142-143.
Source: Manual of Exalted Power: Abyssals

Irresistible Succubus Style


Cost: 10m, 1wp; Mins: Essence 3, Performance 5; Type: Simple (Speed 6 in
long ticks)
Keywords: Combo-OK, Emotion, Mirror, Obvious, Social
Duration: Instant
Prerequisites: Soul-Dessicating Style
This Charm forces an audience to feel lust for the Abyssal, no matter how
uncomfortable or disgusting it may be.This Charm is the Abyssal Mirror of the Solar
Charm Husband-Seducing Demon Dance.
Source Manual of Exalted Power: Abyssals, p. 142-143.
Source: Manual of Exalted Power: Abyssals

Elegy for the Fallen


Cost: 3m; Mins: Essence 2, Performance 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisites: Elegant Tyrant’s Majesty, Any Performance Excellency
This Charm enhances a prayer to a ghost, nearly guaranteeing success and, if
successful, allows the Exalt to summon the ghost to her side.Source Manual of Exalted
Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

251
Elegy for the Fallen
Cost: 3m; Mins: Essence 2, Performance 4; Type: Supplemental
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisites: Elegant Tyrant’s Majesty, Any Performance Excellency
This Charm enhances a prayer to a ghost, nearly guaranteeing success and, if
successful, allows the Exalt to summon the ghost to her side.Source Manual of Exalted
Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

Haunting Apparition Trick


Cost: ; Mins: Essence 3, Performance 3; Type: Permanent
Keywords: Mirror, Obvious
Duration: Variable
Prerequisites: Any Performance Excellency
This Charm allows the Abyssal to summon unnerving phenomena to enhance
his Performances.
This Charm is the Abyssal Mirror of the Solar Charm Phantom-Conjuring Perfor-
mance.
Source Manual of Exalted Power: Abyssals, p. 141.
2.5errata source=Scroll of Erratatext=At Performance and Essence 4+ an Abyssal
with this Charm may personalize the expressions of his iconic anima displays,
changing its appearance each time it flares up. Deathknights with this Charm’s
Charms:Phantom-Conjuring Performance Solar Mirror gain the same benefit.
Source: Manual of Exalted Power: Abyssals

Soul-Crushing Enactment
Cost: (+1wp); Mins: Essence 5, Performance 5; Type: Permanent
Keywords: Mirror (Emancipation of the Soul)
Duration: Permanent
Prerequisites: Haunting Apparition Trick
Resistance is futile; the Abyssal can lace his performance with the bleak in-
evitability of his Exaltation. Whenever the Abyssal applies the effects of Haunting
Apparition Trick, he may reflexively pay one point of temporary Willpower as a non-
Charm activation. For as long as that performance continues, all characters within
range of the Abyssal’s spectral apparitions (other than the Abyssal himself) increase
the cost to resist any form of mental influence by one point of temporary Willpower,
to a maximum of five points. A grinding sense of futility chains them, as hope and
self-determination become distant and alien. This Charm’s effects are applied only
once to any given character; multiple Abyssals performing with this Charm and With-
ering Phantasmagoria can cast a shadow of oppression across entire countries, but the
effects of their performances will not stack.
This Charm’s effects end when that performance does; when the Abyssal silences
his music, cuts off his speech, or stills his dancing. If he wishes to apply its effects
again to a separate performance (or a repeat of the same one), he must pay the
Willpower surcharge once more.
This Charm is mirrored by the Solar Charm Emancipation of the Soul. Obviously,

252
the effects of this Charm and its Solar Mirror cancel each other out; the only question
is which Exalt will relent in their performance first.
Source: Revlid

Howl Of The Oblivion Beast


Cost: (8m); Mins: Essence 4, Performance 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Withering Phantasmagoria
The winding, screeching, tearing music that rips its way out of the Labyrinth
does more than entertain (if it even does that). It thrills, it chills, it sets bones alight
and sends ectoplasm reeling. When such a performance meets the pure and hungry
essence of the Abyssal, what remains of their soul rears up into a great and terrible
monster. This Charm upgrades its prerequisite. The Abyssal gains another method
of Performance-based attack.”Totem, Continuing”: Upon beginning this method of
attack, the Abyssal pays eight motes, and his anima flares to totemic level if it was
not already. With a mighty roar, his anima totem steps forward, manifested as a
dark monster by the power of his performance. The totem may not be harmed, as
it is simply the Exalts performance given terrible form. Instead, everyone who can
see it must roll (Valor) or do nothing but cower in awe or flee as an Emotion effect
that may be ignored by paying one Willpower. The totem may make an unblockable
Piercing attack once per action against anyone within (Essence x 10) yards of the
Exalt, which also affects everyone within (Essence) yards of the target. This attack
uses (Charisma + Performance) for its attack roll, and deals dice of lethal damage
equal to the Abyssal’s (Charisma + threshold attack successes + 3), with a minimum
damage of 3.
This Charm is mirrored by the Solar Charm Resplendent Bardic Totem.
Source: Revlid

Demon-Wracking Glory
Cost: 5m, 1wp or 4m; Mins: Essence 2, Performance 5; Type: Simple
Keywords: Combo-OK, Holy, Obvious, Mirror
Duration: Instant
Prerequisites: Phantom-Conjuring Performance
The art of Heaven scorches the evil. Upon activating this Charm, the Solar
makes a special attack against every creature of darkness within (Essence x 10) yards.
This attack has a dice pool of (Charisma + Performance), and targets the Dodge
MDV rather than any physical DVs (defenders can use their Parry MDV only if
they calculate it with Performance). If others aid the Solar’s performance (though
chanting, dancing, or acting as his band), they can provide his attack roll with a
limited teamwork bonus. This attack inflicts unsoakable dice of lethal damage equal
to (Solar’s Essence + threshold attack successes). Such damage manifests through
the wondrous and unnatural phenomena of Phantom-Conjuring Performance; glorious
solar flares blast nearby demons, draconic roars cause ghosts to shrivel and flee,
celestial blades swipe at darkbrood, etc. This Charms cost is reduced to four motes
(and no Willpower) if the Solar used it on his last action tick, or if he is within
the radius of the manifestations produced by the Phantom-Conjuring Performance or
Haunting Apparition Trick of another Solar or Abyssal.

253
At Essence 3+, the Solar may increase the cost of this Charm by two motes,
expanding it such that it causes aggravated damage to creatures of darkness. Al-
ternatively, he may use it at a discount of two motes to target one character within
range, with the attack’s minimum damage set at two; this version of the attack can
be used to target non-creatures of darkness, but deals only bashing damage to them.
At this level, the Charm also increases the maximum radius of Phantom-Conjuring
Performance to (Essence x 100) yards, or (Essence 5) miles if the Solar has Essence
6+.
”’Mirror”’: This Charm has an Abyssal equivalent, called Withering Phantasmago-
ria.
Source: Revlid

Withering Phantasmagoria
Cost: variable +1wp; Mins: Essence 3, Performance 5; Type: Simple (Speed 6,
DV -2)
Keywords: Combo-Basic, Illusion, Mirror, Obvious
Duration: Instant (see below)
Prerequisites: Haunting Apparition Trick
This Charm enhances the range of its prerequisite Haunting Apparition Trick.
Additionally, it may be used to cause physical harm to those who hear the Abyssal’s
deadly dirges.
This Charm is the Abyssal Mirror of the Solar Charm Demon-Wracking Glory.
Source Manual of Exalted Power: Abyssals, p. 141-142.
Source: Manual of Exalted Power: Abyssals

Withering Phantasmagoria
Cost: 5m, 1wp or 4m; Mins: Essence 2, Performance 5; Type: Simple
Keywords: Combo-OK, Obvious, Mirror
Duration: Instant
Prerequisites: Haunting Apparition Trick
Merely cosmetic horrors satisfy no true conductor of the Void. Upon activating
this Charm, the Abyssal makes a special attack against every living mortal creature
within (Essence x 10) yards. This attack has a dice pool of (Charisma + Performance),
and targets the Dodge MDV rather than any physical DVs (defenders can use their
Parry MDV only if they calculate it with Performance). If others aid the Abyssal’s
performance (though chanting, dancing, or acting as a backup band), they can provide
his attack roll with a limited teamwork bonus. This attack inflicts unsoakable dice
of lethal damage equal to (Abyssals Essence + higher of threshold attack successes
or Whispers); even in death, the Primordials are creatures of music, and channel
their warped symphonies into the Abyssals own. Such damage manifests through the
strange and unnatural phenomena of Haunting Apparition Trick; chill winds freeze
nearby mortals, frightful keening causes the victim to bleed from the ears, demon
hipster chicks claw at bystanders, etc. This Charms cost is reduced to four motes
(and no Willpower) if the Abyssal used it on his last action tick, or if he is within the
radius of the manifestations produced by the Haunting Apparition Trick or Phantom-
Conjuring Performance of another Abyssal or Solar.
At Essence 3+, the Abyssal may increase the cost of this Charm by two motes,

254
expanding it such that it targets all living characters with a lower Essence rating
than his own. Alternatively, he may use it at a discount of two motes to target one
character within range, regardless of their Essence rating or living status, with the
attack’s minimum damage set at two. At this level, the Charm also increases the
maximum radius of Haunting Apparition Trick to (Essence x 100) yards, or (Essence
5) miles if the Abyssal has Essence 6+.
”’Mirror”’: This Charm has a Solar equivalent, called Demon-Wracking Glory.
Source: Revlid

Poisoning the Will


Cost: 10m, 1wp; Mins: Essence 2, Presence 3; Type: Simple
Keywords: Combo-OK, Compulsion, Mirror, Social, Stackable, Touch
Duration: Abyssal’s Charisma in days
Prerequisites: Any Presence Excellency
This Charm is a powerful magical compulsion. It takes a tremendous force of
will just to recognize this Charm’s supernatural influence has been inflicted.
This Charm is the Abyssal Mirror of the Solar Charm Hypnotic Tongue Technique.
Source Manual of Exalted Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

Broken Heart Triumph


Cost: 5m, 1wp; Mins: Essence 3, Presence 4; Type: Supplemental
Keywords: Combo-OK, Emotion, Mirror, Social
Duration: Instant
Prerequisites: Poisoning the Will
This Charm twists the positive feelings of a target to bitterness and hatred.
Powerful Abyssals may also use this Charm to strip exceptional mortals of their epic
aspirations, transforming heroes into extras.
This Charm is the Abyssal Mirror of the Solar Charm You Can Be More.
Source Manual of Exalted Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

Lurking Malice Insinuation


Cost: ; Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Mirror
Duration: N/A
Prerequisites: Poisoning the Will
This Charm enhances its prerequisite Poisoning the Will, allowing it to be used
to inflict stronger but shorter-lived influence. As the Abyssal grows in power, it also
makes Poisoning the Will easier to use.
This Charm is the Abyssal Mirror of the Solar Charm Minds Yield to Glory.
Source Manual of Exalted Power: Abyssals, p. 143.
Source: Manual of Exalted Power: Abyssals

Dread Lord’s Demeanor


Cost: 7m; Mins: Essence 3, Presence 4; Type: Reflexive (Step 2)

255
Keywords: Mirror, Obvious, Social
Duration: One scene
Prerequisites: Any Presence Excellency
This Charm frightens away those that would dare confront the Abyssal.
This Charm is the Abyssal Mirror of the Solar Charm Majestic Radiant Presence.
Source Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

Killing Words Technique


Cost: (1wp); Mins: Essence 3, Presence 4; Type: Permanent
Keywords: Combo-OK
Duration: Instant
Prerequisites: Dread Lord’s Demeanor
When an Abyssal attempts to influence others she may make use of this Charm.
Instead of a force of will the targets suffer physical harm to resist the influence.Source
Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

Chaining the Weak


Cost: 12m, 1wp; Mins: Essence 4, Presence 5; Type: Simple (Speed 6 in long
ticks)
Keywords: Combo-OK, Mirror, Obvious, Servitude, Social
Duration: Abyssal’s Charisma in days
Prerequisites: Any Presence Excellency
This Charm terrorizes a target into serving the Abyssal faithfully.
This Charm is the Abyssal Mirror of the Solar Charm Worshipful Lackey Acquisi-
tion.
Source Manual of Exalted Power: Abyssals, p. 145.
Source: Manual of Exalted Power: Abyssals

Heartless Fiend Insinuation


Cost: 2m; Mins: Essence 3, Presence 1; Type: Supplemental
Keywords: Avatar (1), Combo-OK, Social
Duration: Instant
Prerequisites:
This Charm makes it much easier for the Abyssal to influence those who are
filled with hate or care little for others.Source Manual of Exalted Power: Abyssals,
p. 145.
Source: Manual of Exalted Power: Abyssals

Commandment of the Abyss


Cost: ; Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Mirror, Social, Spectral
Duration: Instant
Prerequisites: Soul-Flaying Gaze

256
The chill winds of the tombs of the Neverborn spill from the deathknights
mouth to pierce the soul, delivering the painful truth. The Exalts Soul-Flaying Gaze
may now enhance social attacks that inflict unnatural influence. In addition and
at the Abyssals choice, it may also turn natural influence into unnatural influence.
A second purchase of this Charm increases the Willpower cost to resist any attacks
supplemented by the Charm by one.
This Charm is the Abyssal Mirror of the Solar Charm Injunction of the Lawgiver.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Commanding Whisper
Cost: ; Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Poisoning the Will
Channeling the unnatural power of the Neverborn through his mind, the Abyssal
lets their overwhelming presence do all the hard work. With this Charm, the Exalt
may remove the Touch keyword from Poisoning the Will by verbally issuing the
command as a social attack against the target. The target remains unaware of the
magical influence behind the command, but is fully aware the the deathknight issued
a command.
A second purchase of this Charm at Essence 5+ makes the targets Dodge MDV
inapplicable against the influence when it is issued as a verbal command.
This Charm is the Abyssal Mirror of the Solar Charm Glorious Imperative.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Dread Mind-Spider Swarm


Cost: (+10m); Mins: Essence 5, Presence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Mind-Cracking Invective
This Charm permanently enhances the Abyssals Mind-Cracking Invective, dou-
bling the number of times an Essence-user must spend Willpower to shed the madness.
In addition, if the attack achieves a threshold twice as great as the targets Essence,
the deathknight may inflict a deformity-level insanity. Such strong derangements can
not normally be resisted with Willpower expenditure, but an Essence-user may spend
one Willpower point per scene to fight against this madness; the derangement is still
in effect, but this counts as spending Willpower to rid them of the insanity.
By spending an additional ten motes when activating Mind-Cracking Invective, the
Exalt may also assault more than one mind with his dread madness. This follows the
normal rules for Mind-Cracking Invective, though instead of Presence the Abyssals
player must roll Performance. The deathknights player makes a single attack roll that
applies against anyone who can hear and understand the Exalt.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

257
Fulfilling the Grave’s Cupidity
Cost: 6m; Mins: Essence 3, Presence 3; Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Emotion, Social
Duration: Until next dawn
Prerequisites: Heartless Fiend Insinuation
While personal conquests are due reward for the Abyssals who do all the work,
the natural despair of life is owed respect. This Charm is a social attack against a
mortal, the Exalt rolling (Charisma or Manipulation + Presence) against the targets
MDV. Success shakes the targets love of life, twisting their thoughts to despair and
suicide. This unnatural emotion imposes an Intimacy to the good? aspects of death
and giving uprelease from torment, finding ancestors in the Underworld, etc.which
cant be eroded until the next dawn.
While the Intimacy remains magically bolstered, any social attacks against the
target encouraging him to kill loved ones or commit suicide are considered unnatural
mental influence that are not unacceptable orders. Despite the relatively positive
outlook of the imposed emotion, it is a negative Intimacy (see sidebar, ”’The Manual
of Exalted PowerAbyssals”’, p. 137). Initially the target may throw off this influence
by spending two Willpower, banishing both magic and Intimacy, but once dawn has
passed the Intimacy must be eroded normally.
At Essence 4+ the Abyssal can target Essence-users with this Charm at no addi-
tional cost.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Howling Labyrinth Communion


Cost: 8m; Mins: Essence 5, Presence 5; Type: Simple
Keywords: Combo-Basic, Obvious, Spectral
Duration: One scene
Prerequisites: Painful Majesty Aura
Tearing a hole in the world, the sucking cracks of reality that run through the
Labyrinth of the Underworld spill out of the Abyssals anima and into his surroundings.
For the rest of the scene after activating this Charm, the Exalt is surrounded by an
aura that inflicts environmental damage on those who approach within (Essence)
yards. The hazard inflicts Damage (Essence 2)L/action, Trauma 5L, and is treated
as a natural hazard of the Underworld. It has no effect on specters, hekatonkhire,
Deathlords or Exalts using Maelstrom-Weathering Indifference.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Mind-Cracking Invective
Cost: 8m, 1wp; Mins: Essence 3, Presence 5; Type: Simple (Speed 3 in long
ticks)
Keywords: Combo-OK, Sickness, Social
Duration: Instant
Prerequisites: Sanity-Eroding Diatribe
Filling her mouth with verbal spleen, the deathknight lets loose with a horren-
dous, otherworldly obscenity that shatters the minds of the weak-willed. This Charm

258
is a social attack against a single target, the Abyssals player rolling (Charisma + Pres-
ence) against the targets MDV. If successful, this Charm breaks the targets mind,
inflicting a mental illness. If the attack rolls extra successes exceed the targets MDV
by an amount greater than their permanent Essence, the madness is doubly worse.
This unnatural influence may be resisted at the time of infliction by spending three
Willpower, ignoring the effects of the Charm; if this opportunity is not taken, the
madness must be dealt with as a Sickness effect.
See ”’The Compass of Celestial Directions, Vol. IIThe Wyld”’, p. 148 and ”’The
Manual of Exalted PowerLunars”’, p. 209 for suggested derangements; this Charm
inflicts deficiency-level derangements normally, or debility-level if the attack rolls
threshold exceeds the targets Essence. Essence-users shake off this madness after
spending Willpower to suppress it a number of times equal to the Abyssals Essence;
it does not matter if a subsequent roll to resist the madness fails, as long as the
magical being spends the Willpower. Mortals will require magical healing.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Painful Majesty Aura


Cost: (2m); Mins: Essence 4, Presence 5; Type: Permanent
Keywords: Obvious, War
Duration: Permanent
Prerequisites: Heart-Stopping Mien
It means death merely to approach the wrathful Exalt. When the deathknight
uses Heart-Stopping Mien to enhance Dread Lords Demeanor, he now becomes capa-
ble of performing a Miscellaneous action and spending two motes to instantly slay all
living extras within (Essence) yards, as an environmental hazard. In mass combat,
this Charm is generally ineffective unless the unit the Abyssal is engaged with is small
enough that most of it fits within (Exalts Essence) yards, in which case the Exalt may
use it to instantly slay the entire unit.
At Essence 6+, this effect can harm living heroic mortals as well, inflicting three
levels of lethal damage. Use of this effect may be part of a flurry, but it may not be
used more than once in each flurry. Also at Essence 6+ the deathknight may purchase
this Charm again to make its use reflexive. Purchasing the Charm a third time at
Essence 8+ increases the damage it does to (half Exalts Essence) levels and allows it
to harm Essence-users.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Shambling Horde Appropriation


Cost: (+1m per Magnitude, 1wp); Mins: Essence 4, Presence 4; Type: Perma-
nent
Keywords: Social, War
Duration: One day
Prerequisites: Command the Dead
Taking control of a mindless corpse is easy; mastering all the undead takes a
little more effort. This Charm permanently enhances the deathknight, allowing him
to target Magnitude dots worth of undead instead of individuals with Command the

259
Dead, even if the targets are not organized into a single group (which could then be
targted normally as per ”’Exalted”’, p. 162). This increases the cost of the Charm
by one mote per dot of Magnitude and also costs an additional Willpower.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Soul-Scarring Horror Abuse


Cost: 5m, 1wp; Mins: Essence 3, Presence 5; Type: Supplemental
Keywords: Combo-OK, Compulsion, Mirror (Foe-Shaming Solar Glory), Social
Duration: Instant
Prerequisites: Poisoning the Will
Like a cancer, the Abyssals hateful words can rot a mans mind from the inside
out. If a social attack supplemented by this Charm overcomes its target’s MDV, then
it exerts unnatural mental influence on them. Even if they resist the social attack
by spending Willpower, this influence remains embedded in their consciousness. The
influence can be triggered in a later scene if the target is exposed to certain triggers.
Speaking or interacting with any character that expresses hatred, disappointment, or
resentment towards them triggers this influence, as does being accused of failure or
worthlessness. In addition, going more than a day without any interaction with other
characters will trigger the influence. Once it has been triggered, this unnatural mental
influence subjects the target to a social attack identical to the one supplemented by
the initial use of the same Charm, applying the same number of successes rolled
against the target’s MDVs. The effect of any other Charms used to enhance the
initial social attack is also repeated. Resisting the social attack makes them immune
to all further triggers for the rest of the scene. Once a character has spent a total of
five Willpower resisting these social attacks, the unnatural mental influence is broken.
Source: The Demented One

Futile Blathering Ignored


Cost: 3m; Mins: Essence 1, Presence 2; Type: Reflexive
Keywords: Combo-OK, Mirror (Impassioned Zealot’s Rebuttal), Social
Duration: One scene
Prerequisites: , Any Presence Excellency
Oblivion silences fools. While this Charm is active, the Deathknight calculates
the base dice pool for his Parry MDV as (Charisma or Manipulation + Presence x
2), before dividing it in half.
Source: The Demented One

Conversation’s Severed Arm


Cost: 5m; Mins: Essence 2, Presence 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Bastion of Right Speech), Obvious, Social
Duration: Instant
Prerequisites: , Blind Demagogue Attitude
The Abyssal’s scathing cynicism and meticulous critiques show the inanity of
his foe’s arguments. This Charm allows the Deathknight to make a perfect social
parry against any mental influence, even if it is unblockable. Once the Abyssal has
used this Charm to defend against mental influence, he may activate it to defend

260
against any mental influence that exerts the same effect for a cost of only one mote
for the rest of the scene. If a social adversary stunts his social attack to use a new
approach, the Abyssal must still pay the full cost to defend against it.
Source: The Demented One

World-Blighting Hatred Aura


Cost: ; Mins: Essence 4, Presence 4; Type: Permanent
Keywords: Mirror (Glorious Wrathful Mien)
Duration: Permanent
Prerequisites: , Dread Lord’s Demeanor
The darkness of the Abyssal Exalted poisons the world with hate. Their footfalls
salt the earth beneath them, their every breath poisons the air, and their slightest
hatred is death to the living. This Charm upgrades Dread Lord’s Demeanor. If a
character’s Dodge MDV against the unnatural mental influence it exerts is less than
the Abyssal’s (Charisma + Presence) when they attempt to attack a Solar, then they
make the roll to resist at increased difficulty. Valor rolls must overcome a difficulty
of 2, while Willpower rolls must overcome difficulty 4. Mortals, ghosts, and raksha
suffer a -2 penalty to their MDV to determine whether this enhanced difficulty applies
to their roll.
Source: The Demented One

Hungry Darkness Prana


Cost: 5m; Mins: Essence 3, Presence 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisites: Dread Lord’s Demeanor
The Abyssal’s presence devours light. Drawing in the very light of day, her
Essence bleeds out into the world, smothering all illumination. Flames gutter, animas
dim, and even sunlight dwindles within (Essence x 100) yards of the deathknight. All
visibility within this range is reduced to ”No moon, grass or leafless forest.” (See
Second Edition Core Exalted, p. 135) It is cold within this field of darkness; living
visitors are assaulted with the chill of the grave (treat as an environmental hazard with
damage 1B/minute, trauma 1). A susurrus of ghostly prayer may be faintly heard,
carried on winds from the Underworld. Individuals within the Abyssals shroud of
darkness suffer a -1 external penalty on all hearing-based Awareness rolls due to this
distraction. Finally, this blighted zone is considered to count as being surrounded
by the trappings of death for the purpose of protecting the Abyssal from exposure
to Creation. The Abyssal is immune to all negative effects of her Charm. Sunlight
originating from a Holy source cuts cleanly through Hungry Darkness Prana.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Barrow King’s Authority


Cost: -; Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Mirror (Shining on Dark Realms)
Duration: Permanent

261
Prerequisites: Dread Lord’s Demeanor
Abyssals are the rightful kings of the dead and masters of the realm below.
Those that recognize this fact may shelter in the deathknights shadow, protected
by his fell majesty. Any ghost with an Intimacy of loyalty toward an Abyssal who
knows this Charm is immune to being summoned and bound through necromancy or
sorcery by any individual other than the Abyssal himself. Furthermore, any attempts
to mentally influence such a ghost to betray the Abyssal or abandon her Intimacy
suffer a -1 external penalty.
”’Mirror Charm:”’ Shining on Dark Realms (Prerequisite: Majestic Radiant Pres-
ence). The Solar Exalted are a light that may shine even in the darkest of realms,
providing protection and hope to those that call the Underworld home. This Charm
is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Light-Devouring Labyrinth
Cost: -; Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Illusion, Obvious
Duration: Permanent
Prerequisites: Hungry Darkness Prana
This Charm permanently upgrades its prerequisite. The Abyssals black shroud
confuses the senses of those within; insubstantial touches propel visitors inward. No
matter what direction a character seems to be heading in, he will find himself moving
toward the center of the field of darknessthe Abyssal herself. Attempting to move
away from the Abyssal or leave the shroud of darkness requires a reflexive (Wits
+ Awareness) roll once per action, at a difficulty of the Abyssals Essence; success
permits a character to move as he wills, while failure confuses him and draws him
toward the Abyssal. Alternately, the victim may spend two points of Willpower to
ignore this Charms unnatural mental influence for one day.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Blank Ghost-Eyes Putdown


Cost: - (+1wp) ; Mins: Essence 4, Presence 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Broken Heart Triumph
What is the worth of labour when only the dead are eternal? Achievements
will be eroded away by nothing but the natural flow of time, an inevitability of worth-
lessness that the Abyssal communicates with a blank stare. This Charm upgrades
its prerequisite. Whenever the Abyssal demotes a heroic mortal to an extra using
that Charm, he may pay one point of Willpower to demote his standing in the eyes
of others. If the mortal resists the alteration of his Motivation using Willpower, the
Abyssal may still apply the effects of this Charm, but does so with a surcharge of
two motes. The mortal immediately loses one point of Connections and one point of

262
Backing (if he had any), and is demoted to a much lower position in any organisation
he is part of (if a representative from an organisation witnessed his vicious demotion,
that organisation will most likely cut him loose entirely). If he is head of his family
and there is at least one family member of higher or equal Essence than he, he is
demoted from its metaphysical head?. Any positive intimacies anyone else may have
had to him are eroded by one scene once they learn of his demotion, or by two scenes
if they actually witnessed the use of this Charm.
This Charm is mirrored by the Solar Charm Well-Earned Title Promotion.
Source: Revlid

Elegant Tyrant’s Majesty


Cost: 6 motes; Mins: Essence 2, Presence 3; Type: Simple
Keywords:
Duration: One hour
Prerequisites:
This Charm adds dice to Presence, Socialize and Bureaucracy rolls.
Source Exalted: The Abyssals, p. 179.
Source: Exalted: The Abyssals

Skeleton Summoning Gesture


Cost: 5 motes, 1 Willpower; Mins: Essence 3, Presence 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Command the Dead
The Abyssal calls a skeleton from the earth.
Source Exalted: The Abyssals, p. 179-180.
Source: Exalted: The Abyssals

Compelling Whisper Technique


Cost: 10 motes, 1 Willpower; Mins: Essence 3, Presence 5; Type: Simple
Keywords:
Duration: Special
Prerequisites: Soul-Flaying Gaze
The Abyssal implants an order into her target’s mind.
Source Exalted: The Abyssals, p. 180.
Source: Exalted: The Abyssals

Summon Skeleton
Cost: 5 motes, 1 Willpower; Mins: Essence 3, Presence 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
This Charm allows the Abyssal to raise a skeleton.Source First Edition Story-
tellers Companion, p. 46.
Source: First Edition Storytellers Companion

263
Echo of Hidden Barbs
Cost: 1m, 1wp ; Mins: Essence 3, Presence 3; Type: Supplemental
Keywords: Combo-OK, Social
Duration: Indefinite
Prerequisites: , Excellency Any Presence Excellency

The Abyssals often taunt their enemies with words which haunt, with true reali-
sation of their meaning only coming in the moment they are struck down.
This Charm can supplement any attempt at natural mental influence. If successful
the character does not apply the usual effects of a social attack but instead commits
the motes which would normally be spent on the attack. The character may then
apply the effects of the social attack at a later point, after successfully completing
an attack in physical combat on the same target. The Abyssal may only have one
instance of this in effect per opponent at any one time.
.
Source: Ghosthead

Heart-Hardening Corruption
Cost: 3m; Mins: Essence 1, Presence 2; Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror (Heart-Strengthening Encourage-
ment)
Duration: Instant
Prerequisites: , Excellency Any Presence Excellency
Oblivion is the one truth of the world. Virtue is meaningless before the in-
evitable end of all things. The Abyssal may activate this Charm whenever a character
attempts to fail a Virtue roll in order to suppress the chosen Virtue. It guarantees
that character’s failure, allowing them to suppress the Virtue without needing to pay
a point of Willpower. The Abyssal may even use this Charm on his own behalf,
steeling himself in a moment of weakness.
Source: The Demented One

Silent Consent Reinforcement


Cost: 5m; Mins: Essence 2, Presence 3; Type: Reflexive
Keywords: Combo-OK, Social, Illusion, Mirror(Listener Swaying Argument)
Duration: One Scene
Prerequisites: , Excellency Any Presence Excellency
Anyone unlucky enough to have experienced a debate with The Blasphemous
knows that he is better off parrying the Deathknight’s attacks than shrugging them
off - even if they have little skill in countering arguments. While this Charm is
active, whenever the Abyssal makes a Social Attack that requests or demands an
object, action, or information and the target does not use her PMDV against the
attack, onlookers believe he consents through his lack of response. Regardless of
how the Abyssal pursues his request, even resulting in physical attacks on the target,
observers believe the target simply had it coming for reneging on the agreement.
This Unnatural Mental Influence effects all onlookers with a DMDV lower than
the Abyssal’s (Higher of Manipulation or Appearance + Essence) and costs 2wp to
resist on activation. Characters can also correct memories clouded by this Charm,
but only with external prompting to remember the event or a personally compelling

264
reason approved by the Storyteller. The victim must pay three Willpower to fix each
scene of damaged memory.
Source: Scarlet Heavens

Unbreakable Sanguine Chains


Cost: 5 motes, 1 Lethal Health Level; Mins: Essence 3, Presence 5; Type:
Simple
Keywords: Compulsion, Emotion, Merged, Stackable
Duration: Instant
Prerequisites: , Poisoning the Will
The blood of the Chosen of Oblivion is a powerful force, drawing in the unwary
like the weight of a black hole. Irresistably, they ensnare the unwary in their bonds
of blood. This Charm is a Simple action, during which the Abyssal cuts himself and
allows (or forces) the target to drink some of his blood. If the target is unwilling,
they must be restrained or otherwise rendered Inactive (unconscious targets are viable
targets). Once dosed, the victim is subjected to an effect that functions identically to
Solar Bond, which gains one dot each time the Abyssal uses this Charm on the subject.
The Charms effects fade at the rate of one dot per month, but can be refreshed by
the Abyssal with another use of the Charm. The Abyssal can maintain this Charm
on up to (Essence) separate individuals, and his Lunar mate is automatically immune
to its effects.
Celestial Exalted may resist this Charms effects for one Willpower, while Terres-
trials must spend two, and non-Exalted must spend three. Spending Willpower this
way immunizes the victim for the remainder of the day. Once the victim is afflicted,
however, he must spend Willpower equal to the Abyssals Essence (maximum 5) to
cancel the Charms effects. Mortals cannot spend more than one Willpower per day
in this fashion.
Some Abyssals call the effects of this Charm the Vinculum,? and utilize it freely
amongst their circles, baptizing one another in orgies of blood that bind them together
into fractious but tightly-knit families of sorts. Most deathknights, however, disdain
this practice, preferring to utilize the Charm on their enemies rather than expose
themselves to their allies.
Merged: This Charm also appears in the Medicine tree, with Cannibalistic Renewal
Incitement as a prerequisite, and requiring Medicine 5. All other aspects of the Charm
remain unchanged.
Source: Octopoid

Command the Dead


Cost: 5m + 1m per target; Mins: Essence 2, Presence 3; Type: Simple (Speed
6, DV -2)
Keywords: Combo-Basic, Servitude, Social
Duration: One day
Prerequisites: Any Presence Excellency
This Charm allows an Abyssal to seize control of a group of Mindless Undead
mindless undead.Source Manual of Exalted Power: Abyssals, p. 145.
Source: Manual of Exalted Power: Abyssals

265
Command the Dead
Cost: 5/10 motes, 1 Willpower + 1/3 motes per additional target; Mins: Essence
2, Presence 3; Type: Simple
Keywords:
Duration: One day
Prerequisites: Elegant Tyrant’s Majesty
This Charm allows an Abyssal to seize control of a group of undead.
Source Exalted: The Abyssals, p. 179.
Source: Exalted: The Abyssals

Until It’s Lost


Cost: 4m; Mins: Essence 4, Presence 5; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion, Mirror (Avert Your Eyes)
Duration: Instant
Prerequisites: , Dread Lord’s Demeanor
Only the moment of destruction can reveal the true beauty of a thing. The
Abyssal may activate this Charm whenever she kills or destroy something. She rolls
(Charisma or Manipulation + Presence) against the MDV of every character who
witnesses the final blow, adding automatic successes equal to her (Essence). This
unnatural mental influence costs one point of Willpower to reject, and accentuates the
fragile beauty and tender virtue of the Abyssals victim, emphasizing the preciousness
of their life... right before her daiklave slices off their head. All affected characters
immediately acquire a positive intimacy toward the Abyssals victim, which also serves
as a negative intimacy toward the Abyssal. Both of these intimacies have a context
of her choosing (for the latter, fear is the most common choice, but a reaper in a
false guise might instead choose to inspire hate). This dual-purpose intimacy can be
eroded as normal, but characters who already have a positive intimacy toward the
Abyssals victim automatically succumb to this Emotion effect, and increase the cost
to resist it to three points of temporary Willpower.
”Mirror”: A Solar version of this Charm exists, called Avert Your Eyes. It has
Majestic Radiant Presence as a prerequisite, and functions as described above, except
that the Solar only rolls (Charisma + Presence), and inflicts a negative intimacy of
the targets players choice toward his victim, which also serves as an intimacy of awe
toward himself.
Source: Revlid

Heart-Stopping Mien
Cost: (1wp); Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Obvious, Social
Duration: Instant
Prerequisites: Ivory Spine Attack, Dread Lord’s Demeanor
This Charm allows a deathknight to enhance his Dread Lord’s Demeanor, caus-
ing discomfort and physical harm to those that attempt to overcome their fear.Source
Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

266
Heart-Stopping Mien
Cost: (1wp); Mins: Essence 3, Presence 5; Type: Permanent
Keywords: Obvious, Social
Duration: Instant
Prerequisites: Ivory Spine Attack, Dread Lord’s Demeanor
This Charm allows a deathknight to enhance his Dread Lord’s Demeanor, caus-
ing discomfort and physical harm to those that attempt to overcome their fear.Source
Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

Soul-Flaying Gaze
Cost: 3m; Mins: Essence 3, Presence 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Social
Duration: Instant
Prerequisites: Soul-Flaying Gaze, Dread Lord’s Demeanor
This Charm makes it impossible to ignore the terrifying directives of the
Abyssal. If the Exalt has Dread Lord’s Demeanor active, this Charm costs fewer
motes to activate.
This Charm is the Abyssal Mirror of the Solar Charm Terrifying Apparition of
Glory.
Source Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

Soul-Flaying Gaze
Cost: 3m; Mins: Essence 3, Presence 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Social
Duration: Instant
Prerequisites: Soul-Flaying Gaze, Dread Lord’s Demeanor
This Charm makes it impossible to ignore the terrifying directives of the
Abyssal. If the Exalt has Dread Lord’s Demeanor active, this Charm costs fewer
motes to activate.
This Charm is the Abyssal Mirror of the Solar Charm Terrifying Apparition of
Glory.
Source Manual of Exalted Power: Abyssals, p. 144.
Source: Manual of Exalted Power: Abyssals

Soulborne Nightfall Meditation


Cost: ; Mins: Essence 4, Presence 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Hungry Darkness Prana
This Charm permanently enhances its prerequisite, integrating its darkness
directly into the Abyssals anima. The effects of that Charm are automatically and
costlessly applied as the Abyssal’s anima flares, with a range dependent on its current
level. At the 4-7 mote level, it has a range of (Essencex5) yards. At the 8-10 mote
level, this is increased to (Essencex25) yards. At the 11-15 mote level, it increases

267
again to (Essencex50) yards, while at the 16+ mote level, it covers the normal, full
range of (Essencex100) yards.
If the Abyssal knows the Charm Charms:Sun-Devouring Void Prophet Sun-
Devouring Void Prophet, they may immediately spread the darkness of their anima
over the 16+ mote level at a cost of five motes. This is effectively an additional anima
power.
If the Abyssal knows the Charm Charms:Light-Devouring Labyrinth Light-
Devouring Labyrinth, they may choose to invert the mental influence applied by that
Charm, turning it into an Emotion effect that forces characters within the darkness
to roll (Valor) or else flee the darkness as quickly as possible, pursued by phantasmal
hunters and leering night-things. If they succumb to this unnatural mental influence,
they gain an instinctual knowledge of the quickest (though not necessarily the safest)
path out of the darkness. Otherwise, this effect is resisted in the same manner as the
Illusion applied by Charms:Light-Devouring Labyrinth Light-Devouring Labyrinth.
Source: Revlid

Hungry Shadowmouth Of Oblivion


Cost: 15m, 1wp; Mins: Essence 5, Presence 5; Type: Simple
Keywords: Combo-Basic, Knockback, Obvious
Duration: (Willpower + Essence) Actions
Prerequisites: Hungry Darkness Prana
Oblivion hungers. When this Charm is activated, the Abyssal selects a point
within (Essence x 25) yards. This point must be in darkness; that is, visibility within a
five yard radius of that point must be no better than No moon, grass or leafless forest?
(”’Exalted”’, pp. 135). The darkness at that point suddenly thickens, swirling and
snapping into a sharp, jagged-edged circle that claws at the world around it, dragging
it inward. The Abyssal has conjured a shadow of the Void itself within the darkness,
hungry for the light of the world and everything it touches. For its duration, this
Charm affects everything within (Essence x 15) yards of its point of origin.
If a character (or object) in range wishes to move directly away from the vortex,
their final move rate is halved, after all other modifiers.
Everything (characters, objects and structures) in range suffers from an environ-
mental hazard with a trauma of 5, no evasion rating, and a damage of (Abyssals
Presence)B/action. For characters or objects within (Abyssal’s Essence) yards of the
black hole, the trauma becomes 5L. Even the ground and air suffers, as cobblestones
are ripped into the vortex and the wind whistles its last; everywhere within range is
considered unstable terrain. This directed hazard does not correspond to any particu-
lar element beyond the ravening tug of Oblivion, and so is exempt from most Charms
that grant immunity to environmental hazards. The Abyssal himself is immune to
this hazard.
If a character or object within range would require a (Strength + Athletics) total
to lift them as a feat of strength that is lower than the Abyssal’s (Presence + Essence),
they are dragged a number of yards directly toward the vortex equal to the amount by
which the latter value exceeds the former, stopping only when they reach the vortex
itself or are stopped by an outside force. This is a Knockback effect.
When this Charm ends, the vortex snaps shut, flinging chunks of ruined buildings
and broken corpses out from itself; this is a one-time environmental hazard centered
on the vortex’s former position, with a radius of (Essence x 10) yards, a trauma and

268
evasion of 5, and a damage of (Willpower + Essence)B. This damage trait is increased
by one for every Terrestrial Exalt or spirit with Essence 4 or lower that the vortex
killed, by two for every Sidereal, Lunar or Alchemical Exalt or spirit with Essence
6 or lower, and by four for every Solar or Infernal Exalt (including akuma) or spirit
with Essence 7+.
The Abyssal can have no more than one vortex active at once.
Source: Revlid

Sanity-Eroding Diatribe
Cost: 5m, 1wp; Mins: Essence 3, Presence 3; Type: Simple (Speed 6 in long
ticks)
Keywords: Avatar (1), Obvious, Social
Duration: Instant
Prerequisites: Any Presence Excellency
This Charm drives a target temporarily insane.Source Manual of Exalted Power:
Abyssals, p. 146.
2.5errata source=Scroll of Erratatext=Threshold successes do not apply normally
on this social at.tack; use the rules detailed in its text instead.
Source: Manual of Exalted Power: Abyssals

Inauspicious Inner Aegis


Cost: 10m, 1wp or 13m, 1wp; Mins: Essence 3, Resistance 4; Type: Simple
Keywords: Mirror, Obvious
Duration: One scene
Prerequisites: Void-Banished Mail
This Charm outfits the Abyssal with armor and, optionally, a cloak that con-
founds attacks much like a shield.
This Charm is the Abyssal Mirror of the Solar Charm Glorious Solar Plate.
Source Manual of Exalted Power: Abyssals, p. 146.
Source: Manual of Exalted Power: Abyssals

Restless as the Dead


Cost: 3m per day (2xp); Mins: Essence 2, Resistance 3; Type: Simple
Keywords: Mirror, Taint
Duration: Indefinite
Prerequisites:
This Charm allows an Abyssal to ignore the need for sleep for inhuman lengths
of time. Taken as a Taint, it renders the Exalt immune to the need for sleep, as well
as incapable of benefiting from slumber ever again.
This Charm is the Abyssal Mirror of the Solar Charm Tireless Sentinel Technique.
Source Manual of Exalted Power: Abyssals, p. 148.
Source: Manual of Exalted Power: Abyssals

Corpse Needs No Food


Cost: 3m per day (4xp); Mins: Essence 3, Resistance 4; Type: Simple
Keywords: Taint

269
Duration: Indefinite
Prerequisites: Restless as the Dead
This Charm allows the Exalt to ignore the worst effects of going without suste-
nance. Taken as a Taint, it makes the Abyssal incapable of eating normal food, only
drawing sustenance from those he slays to gain Essence.Source Manual of Exalted
Power: Abyssals, p. 148.
Source: Manual of Exalted Power: Abyssals

Breathless Ghost Emulation


Cost: 4m, 1wp; Mins: Essence 3, Resistance 5; Type: Simple
Keywords: Obvious
Duration: One day
Prerequisites: Corpse Needs No Food
While this Charm is active, the Abyssal need not breathe unless he desires to
do so.Source Manual of Exalted Power: Abyssals, p. 148.
Source: Manual of Exalted Power: Abyssals

Cadaverous Torpor Technique


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites:
While it does not make it harder to put the Abyssal down, this Charm makes it
extremely hard to actually ”kill” the deathknight. The Exalt’s incapacitated body is
extremely resilient against damage while at the same time appearing dead to any but
magical scrutiny. Powerful Abyssals may even enter a death-like state without being
injured, to conserve their energy or fool enemies.Source Manual of Exalted Power:
Abyssals, p. 148-149.
Source: Manual of Exalted Power: Abyssals

Ceaseless Shambling Frame


Cost: (+3m, 1wp); Mins: Essence 5, Resistance 5; Type: Permanent
Keywords: None
Duration: One scene
Prerequisites: Indifferent Cadaver Meditation
This Charm permanently enhances the deathknight, allowing him to activate In-
different Cadaver Meditation with an increased cost of eight motes and one Willpower.
This extends the Charms duration to a scene, though its Spectral nature requires the
expenditure of Willpower to function from action to action when outside a Shad-
owland or the Underworld. Whichever version of Indifferent Cadaver Meditation the
Abyssal uses, it now succeeds automatically against all mundane Crippling effects and
magical Crippling effects that have a source whose Essence is less than (deathknights
Essence 2).
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

270
Endless Shifting Offal
Cost: 8m, 1 Resonance (12xp); Mins: Essence 5, Resistance 5; Type: Reflexive
(Step 10)
Keywords: Avatar (3), Combo-OK, Spectral, Taint
Duration: One scene
Prerequisites: Insensate Corpse Flesh
When one is dead or nearly so, what does it matter when the flesh is punished?
Its all meat and bone, and in the end it amounts to nothing anyway. For the rest of
the scene, this Charm allows the Void to devour the specifics of a wound, making the
worst assaults as meaningless as any lesser injury. When a source of physical damage
would inflict levels of lethal or aggravated damage equal to or less than the Abyssals
Essence, or twice that many levels if the damage is bashing, the deathknight instead
suffers only a single level of damage. Endless Shifting Offals effect occurs after all
other forms of damage mitigation, so things like a Daybreak castes anima can not
combine with this Charm to make the Abyssal completely immune to small amounts
of damage.
The deathknight may adopt this Charm as a Taint for six bonus points or twelve
experience points. When this Charm becomes a permanent Taint, the deathknight
benefits from its effect constantly at no mote cost, but if he suffers no levels of damage
by the end of a scene involving combat he gains a point of Resonance. Additionally,
his injuries are less meaningful and so provide less power to bloody magics, doubling
the number of health levels necessary to power Charms with health level costs.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Furious Abolition Empowerment


Cost: (+3m; 1+ Resonance); Mins: Essence 4, Resistance 5; Type: Permanent
Keywords: Avatar (2)
Duration: Instant
Prerequisites: Insensate Corpse Flesh
The wicked power of Oblivion can have a certain beauty to it, particularly on the
battlefield. This Charm permanently enhances the Abyssal, allowing her to commit
an additional three motes when activating Insensate Corpse Flesh and in so doing
instead of ignoring wound penalties they are inverted to become bonus dice. These
bonus dice do count toward dice limits from Charms, and they only apply to actions
taken to inflict harm. The Exalt still ignores the penalties for all other purposes. If
the Abyssal has not destroyed something or killed someone by the end of the scene,
she gains one Resonance.
If the Exalt has acquired the Taint version of Insensate Corpse Flesh, she may
commit three motes to gain the above benefits for a scene. Unfortunatelyat least by
some measuresthe Abyssal regains the ability to feel pleasurable sensations when she
enhances her Tainted Flesh in this way, and so immediately gains a point of Resonance
for opening herself to physical happiness once more. She will also gain another point
of Resonance at the end of the scene if she has not slain or obliterated at least a
number of beings or items equal to her Essence.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

271
Insensate Corpse Flesh
Cost: 3m, 1wp (8xp); Mins: Essence 2, Resistance 3; Type: Reflexive
Keywords: Combo-OK, Taint
Duration: One scene
Prerequisites: Injury-Absorbing Discipline, Cadaverous Torpor Technique
The bodies of the Abyssal Exalted straddle the thin, fragile line between life
and death. By drawing necrotic Essence into her frame, the deathknight can tip the
balance farther toward the static, unfeeling implacability of nothingness. While this
Charm is active the Abyssal ignores all wound penalties as well as any other penalties
based on physical pain. The Taint drawback to this Charm is that the Exalt can
never again feel physical pleasure. Be it delicious food, sexual release or the simple
caress of water in a hot bath, the deathknight has given up any claim to the pleasures
of the flesh. Physical sources of release or encouragement can provide no benefit to
the Exalt. On the bright side, social attacks and similar effects that promise physical
release become less effective, losing bonus dice, increasing the Exalts MDV or simply
becoming ineffective as the Storyteller judges appropriate. This Charm may become
a Taint at a cost of four bonus points or eight experience.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Indifferent Cadaver Meditation


Cost: 5m; Mins: Essence 2, Resistance 5; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror, Spectral
Duration: Instant
Prerequisites: Any Resistance Excellency, Ox-Body Technique
The necrotic Essence of the Underworld is ill-equipped to shield one from harm,
but it is nearly as good at simply sucking away the potential of others to inflict that
harm. This Charm functions identically to its Mirror, except as noted above. See
”’Exalted”’, p. 208 for more.
This Charm is the Abyssal Mirror of the Solar Charm Unbreakable Warrior’s Mas-
tery.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Perfected Herald of Contagion


Cost: ; Mins: Essence 5, Resistance 5; Type: Permanent
Keywords: Mirror
Duration: One day
Prerequisites: Plague Knows Its Master
This Charm permanently enhances its prerequisite, extending its duration to
one day. Another purchase of this Charm at Essence 6+ reduces the mote cost of
Immunity to Everything Technique to (10 Exalts Essence). At Essence 7+ a third
purchase extends the Charms duration indefinitely.
This Charm is the Abyssal Mirror of the Solar Charm Perfected Constitution.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

272
Tomb-Body Invulnerability
Cost: (+2m, 1wp); Mins: Essence 3, Resistance 4; Type: Permanent
Keywords:
Duration: One scene
Prerequisites: Spirit-Hardened Frame
This Charm permanently enhances the Abyssals Spirit-Hardened Frame, allow-
ing him to commit an additional two motes and spend an additional Willpower to
extend its duration to the rest of the scene.
This Charm is the Abyssal Mirror of the Solar Charm Impervious Tortoise Tech-
nique.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Unstoppable Grotesquery
Cost: ; Mins: Essence 3, Resistance 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Insensate Corpse Flesh
This Charm permanently enhances its prerequisite, so that while in effect it
allows the deathknight to remain active after the damage he has suffered reaches his
Incapacitated or Dying health levels. When damage or any physical pain would make
the Exalt Inactive, he ignores that effect, though he will still die when he has no
Dying levels left and mind control that forces him to stop acting is unimpeded by this
Charm.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Word of Ghostly Protection


Cost: ; Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: Avatar (1), Mirror
Duration: Permanent
Prerequisites: Inauspicious Inner Aegis
This Charm permanently enhances the Exalts Inauspicious Inner Aegis, in-
creasing the soak it provides by her Whispers rating and its Hardness by half that
amount.
This Charm is the Abyssal Mirror of the Solar Charm Golden Purity Bulwark.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Resilient Corpse Body


Cost: 4m, 1wp; Mins: Essence 2, Resistance 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites: Injury-Absorbing Discipline, Spirit-Hardened Frame
This Charm enhances the soak of a Chosen who is not wearing armor.
This is the Mirror of the Solar Charm Iron Kettle Body
Source Glories of the Most High: The Unconquered Sun, p. 28.

273
Source: Glories of the Most High: The Unconquered Sun

Flesh as Marble Stance


Cost: - (+1m); Mins: Essence 3, Resistance 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Resilient Corpse Body
This Charm upgrades its prerequisite, adding more to the soak provided and
allowing it to be compatible with armor. See the full text of the Charm for details.
This Charm is the Mirror of Armored in Righteousness Stance
Source Glories of the Most High: The Unconquered Sun, pp. 27-28.
Source: Glories of the Most High: The Unconquered Sun

Ox-Body Technique (Abyssal)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites:
This Charm grants the Exalt the ability to suffer more harm than others. An
Abyssal may purchase this Charm up to a number of times equal to her Resistance.
Each time she learns this Charm, she gains a number of additional Health Levels:
* One -0 health level ”’or”’
* Two -1 health levels ”’or”’
* One -1 health level and two -2 health levels
Source Second Edition Core, p. 341.
Source: Second Edition Core

Iron Reliquary Body


Cost: ; Mins: Essence 2, Resistance 3; Type: Permanent
Keywords: Mirror (Steel-Body Mastery)
Duration: Permanent
Prerequisites: , None
The Deathknights gird themselves in armor forged of damned souls. Can mor-
tality weigh heavy on those already dead? Of course not. The Abyssal may reduce
the Mobility penalty and Fatigue rating of any armor he wears by one, to a minimum
of zero. If he is attuned to soulsteel armor, he may instead reduce its Mobility penalty
and Fatigue rating by his (Essence/2).
Source: The Demented One

Graven Stone Bulwark


Cost: ; Mins: Essence 4, Resistance 5; Type: Permanent
Keywords: Mirror (Royal God-Armor Meditation)
Duration: Permanent
Prerequisites: , Inauspicious Inner Aegis
The only safety in this world lies on the other side of the grave. This Charm
upgrades Inauspicious Inner Aegis. The armor created by it now has 20B/20L soak,

274
10B/10L Hardness, and no mobility penalty. The blood-wrought panoply created by
it applies a +2 DV bonus against all attacks. In addition, the Charm’s duration is
extended to Indefinite.
Source: The Demented One

Unshattered Carcass Cage


Cost: ; Mins: Essence 2, Resistance 3; Type: Permanent
Keywords: Mirror (Aureate Flesh Perfection)
Duration: Permanent
Prerequisites: Ox-Body Technique (x3)
The flesh of the Abyssal Exalted has forgotten what it is to livehow then, can
it die? This Charm permanently upgrades Ox-Body Technique. Each purchase of it
grants the Abyssal two additional -2 health levels. At Essence 6, each purchase also
grants an additional -1 and -2 health levels.
Source: The Demented One

Mantle of Midnight Steel


Cost: ; Mins: Essence 2, Resistance 5; Type: Permanent
Keywords: Mirror (Aegis-Assuming Gesture)
Duration: Permanent
Prerequisites: , Armor-Calling Kata
The Abyssals anima spits forth barbed tentacles and flailing limbs, a fibrous
lattice of death-essence that snares armor and drags it on to the Deathknights flesh.
This Charm upgrades Armor-Calling Kata. The Abyssal may activate it to instantly
don any set of armor, so long as he does not wear any other armor. He no longer
needs to spend multiple actions activating Armor-Calling Kata. In addition, he may
activate Armor-Calling Kata as an innate power, which does not count as Charm
activation.
Source: The Demented One

Eternal Darkness Hecatomb


Cost: ; Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Corpse Needs No Food
The blood of Creation is awash with essence, awash with mortal vitae. As
the Abyssal drinks it deep, he may renew the living flesh that embodies his unliving
essence. Whenever the Abyssal would regain motes from feeding on the living (in-
cluding the use of the Ravening Maw of Ability Charms), he may instead heal a single
level of lethal damage. He cannot heal more than a single level of damage per action
with this Charm. An Abyssal with Resistance 6 may purchase this Charm a second
time, allowing him to also heal aggravated damage with this Charm. This function of
the Charm is considered Spectral, forcing the Abyssal to pay a point of Willpower to
use it if he is not in the Underworld. In addition, he cannot heal aggravated damage
while exposed to the light of the sunthe Unconquered Sun will not see the gravest
foes of Creation saved from his wrath.
Source: The Demented One

275
Horror’s Recoil Defense
Cost: – (+2m); Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: Counterattack, Mirror
Duration: Permanent
Prerequisites: Wounds Mean Nothing
This Charm is identical to its Solar counterpart–the Abyssal deathknights foes
are overcome with revulsion and fear at his corpse-like refusal to fall.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Unassailable Rebuff
of the Besieged Unassailable Rebuff of the Besieged.
Source: SataiDelenn

Blasphemy-Carved Flesh
Cost: 1m; Mins: Essence 1, Resistance 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror (Skin Like Steel)
Duration: Instant
Prerequisites: , Injury-Absorbing Discipline
Once the life has withered from a body, the husk that remains is hardened with
death. This Charm may be activated in response to any successful attack. The Solar
may ignore any effects or penalties that would reduce his soak or Hardness, such as
the Piercing tag. This Charm does not defend against unsoakable attacks, or attacks
which ignore Hardness.
Source: The Demented One

Wound-Sheath Disarmament
Cost: 6m; Mins: Essence 4, Resistance 4; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Stackable
Duration: Instant (One Scene)
Prerequisites: Soulsteel Skeleton Defense
An Abyssal combatant’s skin is tough and rugged but imperfect, and these
irregularities can be used to catch attackers unaware. After defending against an
attack with her PDV provided by Soulsteel Skeleton Defense or applying her soak to
an attack, her opponent’s weapon catches in her flesh, getting stuck and pulled from
his grip. This charm allows an unblockable disarm attempt as a counterattack with
a pool of (Stamina + Resistance + Levels of damage inflicted) and ignores the usual
external penalty for disarming, he gets to contest the roll with his (Wits + wielding
Ability) as normal. If the counter attack is successful and the wielder fails his roll,
the weapon remains lodged in her flesh where she may leave it without penalty until
she uncommits the motes for this charm, or draws and wields it herself by releasing
the committment.
Opponents may attempt to grab the weapon (Requiring a successful Martial Arts
attack) and retrieve it with a Speed 5, DV -2, action requiring a (Strength + Athletics)
roll at a difficulty of the Abyssal’s (Resistance).
Having more than (Stamina/2) weapons sheathed at any given point begins ac-
cumulating a -1 mobility penalty per additional weapon and she may never store
more than (Essence) weapons at a time. Successful attempts also make any further
attacks in a flurry with the stolen weapon invalid. Using this Charm against Ranged
attacks is automatically successful unless the attacker has sufficient magic with which
to retrieve his weapon.

276
Source: Scarlet Heavens

Ivory Blossom Carapace


Cost: 1 mote per 1B/1L, plus one lethal health level; Mins: Essence 2, Resistance
4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Spirit-Hardened Frame
This Charm encases the Abyssal in bony armor, increasing soak.
Source Exalted: The Abyssals, p. 181-182.
Source: Exalted: The Abyssals

Snake Bites Its Tail


Cost: 5 motes; Mins: Essence 2, Resistance 3; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites: Spirit-Hardened Frame
The Abyssal becomes more resistant to poison.
Source Exalted: The Abyssals, p. 183.
Source: Exalted: The Abyssals

Scarlet Venom Technique


Cost: None; Mins: Essence 2, Resistance 5; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Snake Bites Its Tail
This Charm turns the Abyssal’s blood to poison.
Source Exalted: The Abyssals, p. 183.
Source: Exalted: The Abyssals

Hope-Slaying Resilience
Cost: 2m; Mins: Essence 2, Resistance 3; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: Indefinite
Prerequisites: Spirit-Hardened Frame
The invincibility of the Abyssal Exalted is sufficient to drive heroes to despair.
While this Charm is active, whenever an opponent strikes the Abyssal but fails to
successfully roll any damage against him they are automatically subjected to an un-
natural Emotion effect which fills them with a sense of utter hopelessness. This
lassitude inflicts a -3 internal penalty to all aggressive actions directed against the
Abyssal for the rest of the scene. Opponents may resist this despair for a scene by
paying three points of Willpower.
As a point of clarification, in order for this Charm to trigger, opponents must roll at
least one die of damage and gain no successesthis Charm will not trigger if the Abyssal
uses a Charm to reduce damage to 0 or to ensure that no damage could possibly be
inflicted, such as with Charms:Wounds Mean Nothing Wounds Mean Nothing.

277
If the Abyssal has Essence 4+, opponents who fail to damage her a second time
while already suffering from despair inflicted by Hope-Slaying Resilience automatically
gain an Intimacy of fear against the deathknight. This unnatural mental influence
may be resisted by paying one point of Willpower.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Insult-Overcoming Attitude
Cost: 10m; Mins: Essence 1, Resistance 1; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Until the night ends
Prerequisites:
This Charm allows the Abyssal to quickly recover from emotional trauma.
This Charm is the Abyssal Mirror of the Solar Charm Mask-Composing Medita-
tion.
Source: Goddessgood

Tireless Sentinel Technique


Cost: 3m per day; Mins: Essence 2, Resistance 3; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisites:
This Charm allows the Exalt to stay awake for extended periods of time without
suffering the normal sleep-deprivation penalties.
This Charm is mirrored by the Abyssal Charm Restless as the Dead.
Source Manual of Exalted Power: Abyssals, p. 148.
Source: Manual of Exalted Power: Abyssals

Beauteous Comingling Of Armour and Flesh


Cost: 3m; Mins: Essence 3, Resistance 3; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: , Excellency Any Resistance Excellency
Humans come to wear armour as if it were a second skin and often under
circumstances they would not desire, literally as part of their skin. Abyssal Exalted
are many things, but first amongst those things they are Exalted and thus humans,
magnified to a godly scale by awesome power. Adopting a pose parodying a soldier’s
armoured corpse, crushed by brutal attacks such that its armour is mashed into its
own body, the Abyssal’s armour and body become one.
For the remainder of this scene, while this Charm is active, her natural and ar-
mour soak (and hardness) are both considered as both armour and natural soak (and
hardness) at the same time. One effect of this, for example, is that Charms which
specifically bypass armour (or natural) soak have no effect against either soak unless
supported by another effect which ignores natural (or armour) soak. In the event
of conflict this Charm’s effect can generally be considered to be inclusive or exclu-
sionary when interacting with other effects as suits the Exalt’s caprice and the Exalt
specifically need not be consistent in this.

278
Source: Ghosthead

Soulsteel Skeleton Defense


Cost: 5m, 1wp; Mins: Essence 3, Resistance 4; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: One Scene
Prerequisites: , Excellency Any Resistance Excellency
The Echoes of the Abyss do not fear pain nor death for they are the torturers
and executioners and are immune to the tools of their trade. Upon activating this
charm the Abyssal no longer needs to block attacks with her weapon–her armor or
skin alone do the job well enough. For the duration, she may substitute (Stamina +
Resistance + Essence) for the pool to calculate her parry DV, however she may not
use this defense against Unblockable or Unsoakable attacks.
Source: Scarlet Heavens

Dead Wounds Don’t Bleed


Cost: 1+m; Mins: Essence 2, Resistance 2; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror (Stoic Ox Resistance)
Duration: One Action
Prerequisites: Ox-Body Technique
This Charm functions identically to its Solar Mirror, Stoic Ox Resistance.
Source: Segev

Superior Weapon Body


Cost: -; Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: Mirror (Glorious Temple Body)
Duration: Instant
Prerequisites: Corpse-Might Surge, Shadow Races the Light, Spider Pounce
Technique
The power of her Essence speaks through the medium of her body as the
Deathknights majesty is made manifest in her every motion. This Charm confers
the following permanent benefits, none of which are considered to be dice added by
a Charm:
* The character adds (Essence) to her Strength + Athletics total for the purpose
of Feat of Strength feats of strength.
* The character adds (Essence) in yards to her base movement and dash distances.
* The character adds (Essence) in yards to the distance she may jump vertically,
and (Essence x 2) to the distance she may jump horizontally.
The Solar Mirror to Superior Weapon Body is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/04/07/ink-
monkeys-vol-8-chosen-of-the-unconquered-sun.aspx
Source: Ink Monkeys

Bone Arsenal Method


Cost: Varies; Mins: Essence 2, Resistance 4, Brawl 2; Type: Simple
Keywords:

279
Duration: One scene
Prerequisites: Ivory Blossom Carapace
This Charm allows the Abyssal to form deadly weapons from her bones.
Source Exalted: The Abyssals, p. 182.
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=Rate for this
weapon starts at 1 and must be purchased at 1 mote per +1.
Source: Exalted: The Abyssals

Crimson Petal Armor


Cost: 1 mote per 1B/1L, 1 Willpower, one lethal health level; Mins: Essence 3,
Resistance 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Ivory Blossom Carapace
The Abyssal covers himself in armor made of blood.
Source Exalted: The Abyssals, p. 182.
errata-fix edition=Firstsource=Exalted Players Guidepage=208text=The
Willpower and health level cost need only be spent the first time this Charm
is activated in a scene.
Source: Exalted: The Abyssals

Flowing Wound Defense


Cost: 5 motes, 1 Willpower, one lethal health level; Mins: Essence 3, Resistance
5; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Crimson Petal Armor
The Abyssal liquefies herself, avoiding an impending attack.
Source Exalted: The Abyssals, p. 182.
errata-fix edition=Firstsource=Exalted Players Guidepage=209text=This Charm
also prevents all knockback, knockdown and similar effects from the attack.
Source: Exalted: The Abyssals

Inauspicious Shadow Plate


Cost: 10 motes, 1 Willpower; Mins: Essence 3, Resistance 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Void-Banished Mail
The Abyssal’s anima hardens around her, forming into a suit of obsidian plate
mail.
Source Exalted: The Abyssals, p. 184.
errata-fix edition=Firstsource=Exalted Players Guidepage=209text=The armor
has a Armor Hardness of 5.
Source: Exalted: The Abyssals

280
Cats Poise Technique (Solar)
Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Mirror (Cats Poise Technique), Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Cats Poise Technique (Abyssal)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Mirror (Cats Poise Technique), Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Cats Poise Technique (Sidereal)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Cats Poise Technique (Dragon-Blooded)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Ox-Body Technique (Solar)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Mirror (Ox-Body Technique), Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Second Edition Core, p. 208.
Source: Second Edition Core

Ox-Body Technique (Abyssal)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Mirror (Ox-Body Technique), Native, Stackable
Duration: Permanent

281
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Second Edition Core, p. 341.
Source: Second Edition Core

Ox-Body Technique (Sidereal)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Manual of Exalted Power: Sidereals, p. 127.
Source Second Edition Core, p. 335.
Source: Manual of Exalted Power: Sidereals

Ox-Body Technique (Dragon-Blooded)


Cost: ; Mins: Essence 1, Resistance 1; Type: Permanent
Keywords: native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Manual of Exalted Power: Dragon-Blooded, p. 146.
Source Second Edition Core, p. 324.
Source: Manual of Exalted Power: Dragon-Blooded

Umbral Conclusion’s Forfeiture


Cost: None (4 motes, 1 zombie); Mins: Essence 3, Resistance 5; Type: Perma-
nent
Keywords: Avatar (2), Obvious
Duration: Permanent
Prerequisites: , Wounds Mean Nothing
None know the inevitability of Oblivion like the Abyssals. Thus, none know
as well as they how to postpone that inevitability as long as possible. With the
blessing? may be too strong a word, but permission of the Neverborn, this Charm
allows an Abyssal to shunt a fatal blow onto one of his undead servitors, delaying his
own grisly demise. When the Abyssal suffers a damaging effect that would reduce
him to his Dying Health Levels (or below), he may spend four motes as a Reflexive,
non-Charm action in Step 10 of combat resolution. If he does so, one zombie under his
control, which must be within (Essence x10) yards, expires messily, utterly destroyed
regardless of how much damage was avoided. The Abyssal, for his part, takes only
enough damage to reduce him to his last -4 Health Level (though this will not heal
the Abyssal, should he be below this threshold already). The cost of this Charms
activation is considered a unique Flaw of Invulnerability. For the purposes of this
Charm, zombie? is defined as a necrotech creation with a Coil rating of 1 or 2, or any
walking dead animated directly by an Abyssal Charm. If no such creation is within
range, the Charm’s cost is not paid (though this is usually inconsequential to the
suddenly deceased Abyssal).

282
Source: Octopoid

Far Beyond Ruin


Cost: 5m; Mins: Essence 6, Resistance 6; Type: Reflexive (Step 10)
Keywords: Combo-OK, Dusk, Mirror (Ruin-Abasing Shrug)
Duration: Instant
Prerequisites: Wounds Mean Nothing
This Charm is identical to its Solar counterpart, save that Abyssals substitute
Resonance for Limit.
This Charm is mirrored by the Solar Charm, Ruin-Abasing Shrug.
Source Scroll of ErrataCategory:Dusk Charms
Source: Scroll of Errata

Armor-Calling Kata
Cost: 1m; Mins: Essence 1, Resistance 1; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Elegant Tyrant’s Majesty
Using this Charm, the deathknight rises into the air as his armor quickly ac-
couters him.
This Charm is the Abyssal Mirror of the Solar Charm Whirlwind Armor-Donning
Prana.
Source Manual of Exalted Power: Abyssals, p. 146.
Source: Manual of Exalted Power: Abyssals

Armor-Calling Kata
Cost: 1m; Mins: Essence 1, Resistance 1; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Elegant Tyrant’s Majesty
Using this Charm, the deathknight rises into the air as his armor quickly ac-
couters him.
This Charm is the Abyssal Mirror of the Solar Charm Whirlwind Armor-Donning
Prana.
Source Manual of Exalted Power: Abyssals, p. 146.
Source: Manual of Exalted Power: Abyssals

Void-Banished Mail
Cost: 1m; Mins: Essence 3, Resistance 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Mirror, Obvious
Duration: Indefinite
Prerequisites: Armor-Calling Kata
This Charm stores the Abyssal’s armor Elsewhere.
This Charm is the Abyssal Mirror of the Solar Charm Hauberk-Lightening Gesture.
Source Manual of Exalted Power: Abyssals, p. 146.
Source: Manual of Exalted Power: Abyssals

283
Void-Banished Mail
Cost: 1m; Mins: Essence 3, Resistance 3; Type: Simple (Speed 3)
Keywords: Combo-OK, Mirror, Obvious
Duration: Indefinite
Prerequisites: Armor-Calling Kata
This Charm stores the Abyssal’s armor Elsewhere.
This Charm is the Abyssal Mirror of the Solar Charm Hauberk-Lightening Gesture.
Source Manual of Exalted Power: Abyssals, p. 146.
Source: Manual of Exalted Power: Abyssals

Ghost Armor Prana


Cost: 3m per fatigue/mobility reduction; Mins: Essence 1, Resistance 4; Type:
Simple
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Armor-Calling Kata, Armor-Calling Kata
This Charm lightens the burden of the deathknight’s armor.
This Charm is the Abyssal Mirror of the Solar Charm Armored Scout’s Invigora-
tion.
Source Manual of Exalted Power: Abyssals, p. 146-147.
Source: Manual of Exalted Power: Abyssals

Ghost Armor Prana


Cost: 3m per fatigue/mobility reduction; Mins: Essence 1, Resistance 4; Type:
Simple
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Armor-Calling Kata, Armor-Calling Kata
This Charm lightens the burden of the deathknight’s armor.
This Charm is the Abyssal Mirror of the Solar Charm Armored Scout’s Invigora-
tion.
Source Manual of Exalted Power: Abyssals, p. 146-147.
Source: Manual of Exalted Power: Abyssals

Plague Knows Its Master


Cost: 6m, 1wp; Mins: Essence 3, Resistance 5; Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Resistance Excellency
This Charm renders the Abyssal immune to the deleterious effects of maladies,
though he may still act as a carrier for disease.
This Charm is the Abyssal Mirror of the Solar Charm Immunity to Everything
Technique.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

284
Plague Knows Its Master
Cost: 6m, 1wp; Mins: Essence 3, Resistance 5; Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror
Duration: One scene
Prerequisites: Any Resistance Excellency
This Charm renders the Abyssal immune to the deleterious effects of maladies,
though he may still act as a carrier for disease.
This Charm is the Abyssal Mirror of the Solar Charm Immunity to Everything
Technique.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Patchwork Corpse Reassembly


Cost: -(+2m, 1wp); Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: Mirror (Enduring Mountain Method)
Duration: Permanent
Prerequisites: Stitched-Flesh Resilience
As the Abyssal calls upon this Charm, his skin writhes with the motion of
countless worm-like tendrils of shadow beneath his skin. When he is wounded, these
shadow-maggots burst forth, eager to mend his flesh with their nauseating ministra-
tions. This Charm is identical to its Solar counterpart.
This Charm has a Solar Mirror: Enduring Mountain Method
”This change is part of the 2.5e Errata package and is still under playtest.
Please discuss these changes on Charms talk:Stitched-Flesh Resilience this page’s
talk page.”Category:Charms with 2.5e Errata
source Scroll of Errata
Source: Scroll of Errata

Stitched-Flesh Resilience
Cost: 4m; Mins: Essence 2, Resistance 4; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror (Unbreakable Warrior’s Mastery), Obvious
Duration: Instant
Prerequisites: Spirit-Hardened Frame
Hideous tendrils of black Essence burst from the Abyssals flesh as he is muti-
lated, reattaching severed limbs and knitting together wounds. This Charm is iden-
tical to its Solar counterpart. There is no activation roll needed to use this Charm.
This Charm has a Solar Mirror: Unbreakable Warrior’s Mastery
”This change is part of the 2.5e Errata package and is still under playtest.
Please discuss these changes on Charms talk:Stitched-Flesh Resilience this page’s
talk page.”Category:Charms with 2.5e Errata
Source Scroll of ErrataCategory:Charms with 2.5e Errata
Source: Scroll of Errata

Spirit-Hardened Frame
Cost: 3m; Mins: Essence 1, Resistance 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror
Duration: Instant

285
Prerequisites: Any Resistance Excellency, Injury-Absorbing Discipline, Spirit-
Hardened Frame
This Charm hardens the Abyssal against minor sources of damage.
This Charm is the Abyssal Mirror of the Solar Charm Durability of Oak Medita-
tion.
Source Manual of Exalted Power: Abyssals, p. 147.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
MirrorCategory:Dusk Charms
2.5erratasource=Scroll of Erratacost=2mtext=”Replace the text of the Charm
with the following:”
¡p¿A boy cannot cut down an oak tree with a kitchen knife. No more can a
mere mortal slay the Exalted with petty blows of mundane steel. The Abyssal adds
(Essence + Resistance) to his bashing and lethal soak against a single attack.¡/p¿
Source: Manual of Exalted Power: Abyssals

Spirit-Hardened Frame
Cost: 3m; Mins: Essence 1, Resistance 2; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Any Resistance Excellency, Injury-Absorbing Discipline, Spirit-
Hardened Frame
This Charm hardens the Abyssal against minor sources of damage.
This Charm is the Abyssal Mirror of the Solar Charm Durability of Oak Medita-
tion.
Source Manual of Exalted Power: Abyssals, p. 147.
errata-fix edition=Secondsource=Scroll of Erratakeywords=Combo-OK, Dusk,
MirrorCategory:Dusk Charms
2.5erratasource=Scroll of Erratacost=2mtext=”Replace the text of the Charm
with the following:”
¡p¿A boy cannot cut down an oak tree with a kitchen knife. No more can a
mere mortal slay the Exalted with petty blows of mundane steel. The Abyssal adds
(Essence + Resistance) to his bashing and lethal soak against a single attack.¡/p¿
Source: Manual of Exalted Power: Abyssals

Spirit-Hardened Frame
Cost: 2+ motes; Mins: Essence 2, Resistance 2; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
This Charm hardens the Abyssal against damage, increasing soak.
Source Exalted: The Abyssals, p. 181.
Source: Exalted: The Abyssals

Wound-Eating Invulnerability
Cost: -; Mins: Essence 3, Resistance 5; Type: Permanent
Keywords: Mirror
Duration: Permanent

286
Prerequisites: Spirit-Hardened Frame
This Charm enhances the Hardness bestowed by its prerequisite. ”See the full
text of the Charm for details.”
This Charm is Mirrored by the Solar Charm Heroes Never Die.
””’Note:””’ This Charm was developed by the Lady of Darkness in Bloodstained
Robes.
Source Scroll of Exalts, p. 160.
2.5erratasource=Scroll of Erratatrait=Resistancemin=3essence=3keywords=Combo-
OK, Mirror (Wound-Eating Invulnerability)duration=One ticktext=”Replace the
text of the Charm with the following:”
¡p¿Mortal weapons are as the stings of wasps and hornets to the Deathknights. All
attacks against the Abyssal have their minimum damage reduced by one die for the
duration of this Charm.¡/p¿
Source: Scroll of Exalts

Bloodless Husk Evolution


Cost: 5m; Mins: Essence 2, Resistance 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror (Solar Juggernaut Stance), Obvious
Duration: One action
Prerequisites: , Ivory Hide Defense
Even as blades cut through his skin and arrows pierce his flesh, no blood flows
from the Abyssals wounds. It will take more than such petty injury to harm him.
The minimum damage of all attacks made against the Solar for one action is set to
zero.
Source: The Demented One

Last Ride Glory


Cost: 5m, 1wp; Mins: Essence 3, Ride 5; Type: Simple
Keywords: Combo-OK, Mirror, Touch
Duration: Mount’s Stamina in days
Prerequisites: Any Ride Excellency
This Charm spurs a mount on despite any fatigue, but living mounts die at the
end of their journey.
This Charm is the Abyssal Mirror of the Solar Charm Flashing Thunderbolt Steed.
Source Manual of Exalted Power: Abyssals, p. 177.
Source: Manual of Exalted Power: Abyssals

Primal Terror Spurs


Cost: ; Mins: Essence 4, Ride 5; Type: Permanent
Keywords: Mirror, Obvious
Duration: Permanent
Prerequisites: Last Ride Glory
This Charm vastly increases the speed of the Abyssal’s mount when it is affected
by Last Ride Glory in the Underworld.
This Charm is the Abyssal Mirror of the Solar Charm Wind-Racing Essence Infu-
sion.
Source Manual of Exalted Power: Abyssals, p. 177.

287
Source: Manual of Exalted Power: Abyssals

Unholy Mount Warding


Cost: ; Mins: Essence 3, Ride 3; Type: Permanent
Keywords: Mirror
Duration: Instant
Prerequisites: Any Ride Excellency
This Charm allows the Abyssal to protect his mount with his Charms.
This Charm is the Abyssal Mirror of the Solar Charm Worthy Mount Technique.
Source Manual of Exalted Power: Abyssals, p. 178.
Source: Manual of Exalted Power: Abyssals

Wretched Ridden Nightmare


Cost: 5m, 1wp; Mins: Essence 3, Ride 5; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Obvious, Shaping, Touch
Duration: One day
Prerequisites: Unholy Mount Warding
This Charm transforms an Abyssal’s mount into a hideous monster better suited
to conveying a deathknight.Source Manual of Exalted Power: Abyssals, p. 178.
Source: Manual of Exalted Power: Abyssals

Saddled in Epic Monstrosity


Cost: ; Mins: Essence 4, Ride 5; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites: Wretched Ridden Nightmare, Last Ride Glory
This Charm enhances its prerequisite Wretched Ridden Nightmare, increasing
the number and strength of mutations it applies to the Abyssal’s mount. This Charm
may be learned multiple times to gain access to a wide selection of mutations.Source
Manual of Exalted Power: Abyssals, p. 178.
Source: Manual of Exalted Power: Abyssals

Battlement-Piercing Trick
Cost: 4m, 1wp; Mins: Essence 3, Ride 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Dark Rider Aptitude
This Charm enhances a ramming attack made with a Ride-based vehicle or even
with an animal mount. This allows vehicles to double the raw damage they inflict
against their target, while animals inflict damage with a ramming attack as if they
were a vehicle. In either case, the conveyance suffers no damage from the attack. See
”’Scroll of Kings”’, p. 43 for more on ramming.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

288
Cruel Master’s Whip
Cost: 3m, 1wp; Mins: Essence 4, Ride 5; Type: Simple (Speed 3)
Keywords: Combo-OK, Obvious, Touch
Duration: One scene
Prerequisites: Soul Reins, Dark Rider Aptitude
As with everything, the Abyssal Exalted drain away the will and purpose of
their conveyances, subjugating them perfectly. Upon touching a Ride-based vehicle
or a mount that is not owned by any other Essence-user, the deathknight activates
this Charm, his anima oozing over the target. For the rest of the scene, the Exalt can
pilot the vehicle or mount with reflexive instead of Miscellaneous actions. Even when
not mounted, the character may direct its course with an imperious gesture, which
is a Speed 3 Miscellaneous action, as long as the conveyance is within (Essence x 10)
yards. For the duration of the Charm, the target becomes a creature of darkness,
even if it is an inanimate vehicle, and so is susceptible to Holy effects. At the end of
the scene, the target suffers a single level of unsoakable lethal damage as the necrotic
Essence eats its way to the outside world and dissipates.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Dark Rider Aptitude


Cost: 3m; Mins: Essence 2, Ride 2; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Any Ride Excellency
Few can match the skill of wicked Abyssals in giving chase or evading capture.
This Charm may be used to enhance a Ride action to pilot a vehicle or mount, adding
extra successes equal to the Exalts Essence.
This Charm is the Abyssal Mirror of the Solar Charm Impossible Maneuver Exe-
cution.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Unceasing Terror Stamina


Cost: ; Mins: Essence 4, Ride 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Spectral Steed, Wretched Ridden Nightmare
This Charm permanently extends the durations of Spectral Steed and Wretched
Ridden Nightmare to a number of days equal to the Abyssals permanent Essence.
Their durations are extended into weeks instead of days at Essence 6 or more.
This Charm is the Abyssal Mirror of the Solar Charm World-Crossing Stamina.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Wicked Beast of War


Cost: 5m, 1lhl; Mins: Essence 4, Ride 5; Type: Simple
Keywords: Combo-OK, Obvious, Shaping

289
Duration: One day
Prerequisites: Wretched Ridden Nightmare
Ripping out a bit of his own soul and crudely grafting it on to his mounts, the
deathknight turns his Wretched Ridden Nightmare into a terrifying, Essence-using
beast. The Abyssal and Storyteller should work together to choose (Exalts Essence)
spirit Charms (”’The Books of Sorcery, Vol. IVThe Roll of Glorious Divinity I”’)
which the horrible steed may now use. These Charms follow all the normal rules, so
they should be suitable for a spirit whose purview encompasses being a wicked beast
of war in service to a cruel master. The steed also gains a temporary Essence rating of
3 and a personal mote pool of 30 motes, which it may use freely or at the direction of
the Exalt. This does not actually make the mount a spirit. This Charm may only be
used on a mount that is currently under the effects of Wretched Ridden Nightmare.
The Abyssal may renew this Charm without normal reactivation by suffering another
unsoakable level of lethal damage when its duration expires.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Ghost Horse Canter


Cost: 4m; Mins: Essence 3, Ride 3; Type: Reflexive
Keywords: Combo-OK, Mount (Mundane)
Duration: Instant
Prerequisites: Soul Reins
The Abyssal Exalted claim monstrous steeds to suit their own monstrosity.
This Charm allows the Abyssal’s mount to perform impossible feats of contortion
and grace, moving beyond the limits of its tendons and bones. It can grind its hooves
or talons on the ground to maintain speed without needing to move its legs, allowing
it to drift, drag, and grind. It can also spin, turn, twist, whirl, or move backwards in
utter defiance of its anatomy. The Abyssal’s mount cannot be targeted by any attack
for the action. The Abyssal may apply a one mote discount to the cost of this Charm
if his mount is a creature of darkness, and an additional mote discount if it is also a
creature of death.
Source: The Demented One

Shrieking Abomination-Slave Fervor


Cost: (+5m, 1wp); Mins: Essence 5, Ride 5; Type: Permanent
Keywords: Mirror (Hero’s Steed Glory), Mount (Any)
Duration: Permanent
Prerequisites: Ghost Horse Canter
Nothing is too proud to bow before Oblivion. Should the Deathknight wish to
take the hekatonkire souls of his Neverborn masters as his steeds, then they will obey.
This Charm upgrades Ghost Horse Canter. The Abyssal may pay a surcharge of five
motes and one Willpower upon activating it in order to remove the Mount (Mundane)
keyword, replacing it with the Mount (Any) keyword.
Source: The Demented One

Death Comes Riding


Cost: ; Mins: Essence 3, Ride 5; Type: Permanent

290
Keywords: Mirror (Dragon-Riding Meditation)
Duration: Permanent
Prerequisites: Unholy Mount Warding
The Abyssal Exalted ride across the world saddled on living death, spreading
doomsday in their wake. Oblivion follows after them. This Charm enhances all of
the Abyssal’s Ride Charms, allowing them to be invoked to enhance a consenting,
sentient mount, so long as it is a creature of death. In addition, any Abyssal Charm
that he activates to enhance a creature of death has its cost reduced by a single mote,
to a minimum of zero motes.
Source: The Demented One

On a Pale Horse
Cost: 5m; Mins: Essence 3, Ride 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Mirror (Hero Rides Away)
Duration: Instant
Prerequisites: Soul Reins
Where the Abyssal Exalted ride, death follows after. It is inevitable, like the
peal of thunder that follows a flash of lightning. This Charm proclaims to all the
doom that has come to them, sending them scurrying to nail the windows shut and
cower helpless in their homes. The Abyssal may activate this Charm whenever he
enters the boundaries of a community or town, so long as its population forms a
Magnitude 3+ unit. He rolls (Charisma + Ride) as a social attack, subtracting the
(Magnitude/2) of the social unit from his roll as an internal penalty. Each character in
the community whose Dodge MDV is beaten by this social attack forms an Intimacy
of total fear towards the Abyssal unless they pay two Willpower. Extras gain this
Intimacy automatically unless they pay Willpower to resist. Even characters who
do not witness the Abyssal’s entrance are subject to this unnatural mental influence.
Instead, strange omens act as harbingers to his arrival, terrifying all who witness
them. Crows flock to tree branches and the carcasses of cattle, sudden winds whip
up and send dust flying everywhere, and storm clouds darken the sky with ominous
shadow. It is a promise, a promise of death to come.
In order to reap the greater benefits of this Charm, the Abyssal must make good
on this promise. Doing so requires that he perpetrate atrocity of a horrific nature,
and that his acts of cruelty be known to everyone in the town he has come to terrorize.
Mass murder, gruesome rapes, poisoning wells, child-killing, and other villainous deeds
are of sufficient scope, so long they are committed openly. Such horrors should take a
full scene to commit, unless the Abyssal manages a feat that is unusually terrifying.
There are no limits on how long the Abyssal has to commit this atrocity, so long as
he does so before he leaves the boundaries of the community. Once the Abyssal has
satisfied this gruesome requirement, all he has to do is ride out of town, making a
dramatic exit that will never be forgotten by what victims he has left alive.
All characters in the community instantly gain an Intimacy of fear towards the
Abyssal if they do not already have one, and must pay the Abyssal’s (Essence) in
Willpower to resist, to a maximum cost of five Willpower. In addition, if the social
unit’s leader does not spend (Essence) Loyalty, to a maximum cost of five Loyalty, an
Intimacy of fear towards the Abyssal becomes part of the unit’s Policy. In addition,
the pleasure the Abyssal gains from this slaughter allows him to regain points of
Willpower equal to his Conviction. He is not the only one is satisfied by this atrocity,

291
however. The Abyssal loses a single point of Resonance, bleeding it off harmlessly, as
a sign of favor from the Neverborn. If he has no Resonance to lose, then they might
instead gift him with a prophetic vision, as if he had called upon Whispers, showing
him the next place he is to lay waste to.
Source: The Demented One

Roaming Marauder’s Charge


Cost: 5m; Mins: Essence 3, Ride 3; Type: Reflexive (Step 1)
Keywords: Combo-OK, Emotion, Mirror (One Man Cavalry), War
Duration: Instant
Prerequisites: On a Pale Horse
Death follows after the Abyssal Exalted, and so do the gutted and mutilated
corpses of their enemies. The Abyssal may use this Charm whenever he takes to the
battlefield, making a dramatic and terrifying entrance as he emerges from a position
of cover. He might ride about from behind the massed ranks of his undead army,
or else leap out from the dark of the night just as lightning strikes. This Charm
may always be activated to enhance a Join War roll. He rolls (Charisma + Ride) as
a social attack against the MDVs of each opponent who can perceive this entrance.
Characters who succumb to this influence are struck with terror, suffering a -3 internal
penalty on all attacks against the Abyssal or his mount for one scene. In addition,
they suffer a -1 internal penalty on all Valor rolls, as well as on all Morale rolls if they
lead a mass unit. This unnatural mental influence costs (6 - target’s Valor) points of
Willpower to resist, granting immunity to any further uses by the same Abyssal for
the rest of the scene. Used in mass combat, this Charm may enhance a charge by
the Deathknight, causing it to count as a rout condition. Only the Abyssal need be
mounted for this Charm to be activated, but if he is leading a cavalry charge by a
mounted complementary unit, then the rout check is made at +1 difficulty. Roaming
Marauder’s Charge may not be activated more than once per action in this fashion.
Source: The Demented One

Apocalyptic Horseman’s Ride


Cost: ; Mins: Essence 5, Ride 5; Type: Permanent
Keywords: Mirror (Sun’s Chariot Racing Method), Obvious
Duration: Permanent
Prerequisites: , Primal Terror Spurs
The Abyssals steed carves its path through the Underworld, its flame-wreathed
hooves gouging deep wounds into the flesh of the dead world. This Charm upgrades
Last Ride Glory. When used in the Underworld, the speed it grants increases to
(Mounts Stamina + Essence x 100) miles per hour. Outside of the Underworld, it
now grants a speed of (Mounts Stamina + Essence x 20). The Deathknight’s mount
may substitute its Dexterity for its Stamina, if that is higher. In addition, Last Ride
Glory can now be used to enhance Ride-based artifact vehicles. They substitute their
artifact rating for their Stamina in calculating the speed they can maintain in long-
distance travel. Mundane vehicles are destroyed when the Charm ends, although
artifact vessels are unaffected.
Source: The Demented One

292
Ragged Flesh Puppet
Cost: ; Mins: Essence 4, Ride 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Death Comes Riding, Wretched Ridden Nightmare
In their laboratories of flesh and bone, the Abyssal Exalted patch together hor-
rific constructions of undeath, scuttling crab-legged engines and unholy war machines.
But for all their innovations in the science of suffering, the greatest component of such
horrors remains their rider. This Charm upgrades Wretched Ridden Nightmare. The
Abyssal may waive its activation cost when he uses it to enhance any necrotech cre-
ation. In addition, if he uses it to mutate a necrotech creation, he may choose to
grant the undead assemblage additional necrotech features in the place of adding mu-
tations. For each mutation the Abyssal forgoes, he may grant his steed (mutation
points x 2) creation points worth of necrotech augmentations. All of these creation
points must be spent purchasing a single augmentation, or multiple purchases of a
single augmentation. Leftover points are wasted. The Abyssal must abide by the
normal rules and limitations of creating necrotech, and cannot grant his mount any
augmentation that would make him incapable of riding it. If the Abyssal knows Sad-
dled in Epic Monstrosity, this Charm enhances it as well. For each mutation that
he chooses for it, he also chooses an equivalent amount of necrotech augmentations.
Upon activating Wretched Ridden Nightmare, the Abyssal chooses for each mutation
individually whether he wishes to grant it to his mount, or whether he will grant its
counterpart augmentations.
Source: The Demented One

Fell Rider’s Advantages


Cost: -; Mins: Essence 3, Ride 3; Type: Permanent
Keywords: Mirror (Immortal Rider’s Advantages), Mount (Mundane), Native
Duration: Permanent
Prerequisites: Soul Reins
The Abyssals reinvent that which defines their legends. A character who pur-
chases this Charm gains the following benefits: Ride Charms no longer count as
Charm activations, and Ride Charms may be activated to enhance a mount the
Abyssal is not presently riding, so long as he can perceive that animal or it is within
one mile. In addition to these advantages, the Abyssal gains an auxiliary peripheral
mote pool containing (Essence + Ride + 5) motes. The Abyssal may only use this
pool to pay for Charms of the Ride ability. When this pool runs out, the character
may then use her personal and peripheral mote pools to pay for Ride Charm acti-
vations. This mote pool refills by normal means, including stunts. A repurchase of
Fell Rider’s Advantages at Essence 4+ doubles this mote pool. Another purchase at
Essence 5+ doubles it once more.
This Charm only applies under the following conditions:
*The mount must be a living being (i.e. not a Windblade or other accoutrement
which incidentally use the Ride ability).
*The mount must belong to the Abyssal (see Second Edition Core Exalted, p.
238) or be the character’s b Familiar. Exalts, gods, and other powerful NPCs never
qualify.
*Spectral Steed is expressly permitted to benefit from Fell Rider’s Advantages.

293
”’New Solar Charm:”’ Immortal Rider’s Advantages (Prerequisites: Master Horse-
man’s Techniques). This Charm is identical to its Abyssal counterpart, save for not
allowing ghostly animal mounts.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/07/05/ink-
monkeys-vol-20-charm-medley.aspx
Source: Ink Monkeys

Cowled Coachman’s Mastery


Cost: - (+1m per animal); Mins: Essence 2, Ride 2; Type: Permanent
Keywords: Mirror (Golden Charioteer Technique)
Duration: Permanent
Prerequisites: Soul Reins
Some Deathknights have come to favor chariots and coaches over a simple steed.
This Charm permanently upgrades all of the Abyssals Ride Charms. He may apply
the effects of any such Charm to all creatures pulling his conveyance by paying a
surcharge of one mote for each animal after the first. At Essence 3+, he need only
pay one additional mote for all such animals, regardless of number.
Source: Reminiscent Oasis

Pallbearer’s Pale Procession


Cost: -; Mins: Essence 3, Ride 3; Type: Permanent
Keywords: Mirror (Opulent God-King Transportation)
Duration: Permanent
Prerequisites: Soul Reins
While many deathknights travel Creation and the Underworld on ragged steeds
made from bones, rags and steel, a number have taken to more morbidly opulent
transportation, as befits their status as champions of the Neverborn. Pallbearer’s
Pale Procession enhances all of the Abyssals Ride Charms so that they may now
be employed upon Extras who carry his palanquin, pull his rickshaw, or otherwise
directly power his transportation.
Source: Reminiscent Oasis

Tireless Charger Technique


Cost: 6 motes, 1 Willpower; Mins: Essence 2, Ride 5; Type: Simple
Keywords:
Duration: Varies
Prerequisites: Mount-Breaking Method
The Abyssal’s mount need not stop for food or water, but their magic eats at
the mount.Source Exalted: The Abyssals, p. 217.
Source: Exalted: The Abyssals

Forceful Spirit Spur


Cost: 3 motes; Mins: Essence 2, Ride 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Soul Reins

294
The Abyssal uses this Charm to summon their mount to them from up to several
miles away.Source Exalted: The Abyssals, p. 217.
Source: Exalted: The Abyssals

Spectral Steed
Cost: 10m, 1wp; Mins: Essence 3, Ride 5; Type: Simple
Keywords: Combo-OK, Mirror, Obvious
Duration: One day
Prerequisites: Soul Reins
This Charm conjures a fearless, ghostly mount for the Abyssal.
This Charm is the Abyssal Mirror of the Solar Charm Phantom Steed.
Source Manual of Exalted Power: Abyssals, p. 177.
Source: Manual of Exalted Power: Abyssals

Spectral Steed
Cost: 10 motes, 1 Willpower; Mins: Essence 3, Ride 5; Type: Simple
Keywords:
Duration: One day
Prerequisites: Forceful Spirit Spur
The Abyssal summons a spirit horse to use as a mount.Source Exalted: The
Abyssals, p. 217.
Source: Exalted: The Abyssals

Foundering Foal Gesture


Cost: 4 motes per animal, 1 Willpower; Mins: Essence 3, Ride 4; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Mount-Spooking Shout
This Charms allows the Abyssal to curse a mount with feebleness.Source Ex-
alted: The Abyssals, p. 218.
Source: Exalted: The Abyssals

Mount-Spooking Shout
Cost: 5 motes, 1 Willpower; Mins: Essence 2, Ride 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Soul Reins
This Charm amplifies the Abyssal’s voice, allowing them to spook mounts and
increase their Control Rating.Source Exalted: The Abyssals, p. 218.
Source: Exalted: The Abyssals

Mount-Breaking Method
Cost: 10 motes, 1 Willpower; Mins: Essence 2, Ride 4; Type: Simple
Keywords:
Duration: One scene

295
Prerequisites: Soul Reins
This Charm permanently reduces the Control Rating of a targeted mount,
breaking its spirit.Source Exalted: The Abyssals, p. 216.
Source: Exalted: The Abyssals

Soul Reins
Cost: 5m; Mins: Essence 1, Ride 1; Type: Simple
Keywords: Combo-OK, Mirror, Obvious, Touch
Duration: One day
Prerequisites:
This Charm allows an Abyssal to acquire and control a mount, even one that
is unwilling, turning it into a fearless Creature of Darkness.
This Charm is the Abyssal Mirror of the Solar Charm Master Horseman’s Tech-
niques.
Source Manual of Exalted Power: Abyssals, p. 176-177.
Source: Manual of Exalted Power: Abyssals

Soul Reins
Cost: 1 mote per point; Mins: Essence 1, Ride 2; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
This Charm allows the Abyssal to tame a targeted mount, reducing its Control
Rating.Source Exalted: The Abyssals, p. 216.
Source: Exalted: The Abyssals

Cats Poise Technique (Fair Folk)


Cost: Special; Mins: Essence 1, Ring 1; Type: Reflexive
Keywords: Glamour, Mutation, Native
Duration: Assumption
Prerequisites:
This Charm allows a character to purchase extra Composure levels.
Source: Goddessgood

Ox-Body Technique (Fair Folk)


Cost: Special; Mins: Essence 1, Ring 1; Type: Reflexive
Keywords: Glamour, Mutation, Native
Duration: Assumption
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Graceful Wicked Masques: The Fair Folk, pp. 191.
Category:Body-Strengthening Charms
Source: Graceful Wicked Masques: The Fair Folk

296
Ox-Body Technique (Fair Folk)
Cost: Special; Mins: Essence 1, Ring 1; Type: Reflexive
Keywords:
Duration: One Story
Prerequisites:
This Charm allows a Raksha to purchase extra health levels.
Source Exalted: The Fair Folk, p. 179
Category:Body-Strengthening Charms
Source: Exalted: The Fair Folk

Dark Water Odyssey


Cost: 5m; Mins: Essence 2, Sail 3; Type: Simple
Keywords: Avatar (1), Combo-OK, Spectral, Touch
Duration: Special
Prerequisites: Any Sail Excellency
This Charm speeds the Abyssal ship’s journey and conceals its trail.Source
Manual of Exalted Power: Abyssals, p. 178-179.
Source: Manual of Exalted Power: Abyssals

Deck-Striding Phantom
Cost: 3m; Mins: Essence 1, Sail 2; Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Mirror, Social, War
Duration: One scene
Prerequisites:
Abyssals with this Charm find their exploits easy to carry out on the sea.
This Charm is the Abyssal Mirror of the Solar Charm Salty Dog Method.
Source Manual of Exalted Power: Abyssals, p. 179.
Source: Manual of Exalted Power: Abyssals

Ruthless Captain Efficiency


Cost: ; Mins: Essence 2, Sail 3; Type: Permanent
Keywords: Emotion, Mirror
Duration: Permanent
Prerequisites: Deck-Striding Phantom
This Charm fills the crew of the Abyssal’s ship with loyal fear, preventing mutiny
and other inconveniences.
This Charm is the Abyssal Mirror of the Solar Charm Crew-Inspiring Charisma.
Source Manual of Exalted Power: Abyssals, p. 179.
Source: Manual of Exalted Power: Abyssals

Sea-Scanning Glare
Cost: 3m; Mins: Essence 3, Sail 5; Type: Simple
Keywords: Avatar (1), Mirror, Spectral
Duration: Until disembarking
Prerequisites: Deck-Striding Phantom, Any Sail Excellency
This Charm makes it trivial for the Exalt to see and understand the world when

297
navigating her ship, extending her awareness of weather, landmarks and other vessels
for miles and miles.
This Charm is the Abyssal Mirror of the Solar Charm Oceanic Omniscience Intu-
ition.
Source Manual of Exalted Power: Abyssals, p. 179.
Source: Manual of Exalted Power: Abyssals

Mist-Veiled Doldrums Technique


Cost: 15m, 1wp; Mins: Essence 3, Sail 5; Type: Simple
Keywords: Obvious, Spectral
Duration: One scene
Prerequisites: Sea-Scanning Glare
This Charm summons a fog bank to confound the Abyssal’s enemies and conceal
his ship.Source Manual of Exalted Power: Abyssals, p. 179-180.
Source: Manual of Exalted Power: Abyssals

Shroud-Crossing Miasma
Cost: 30m, 1wp; Mins: Essence 5, Sail 5; Type: Simple
Keywords: Obvious, Spectral
Duration: One scene
Prerequisites: Mist-Veiled Doldrums Technique
This Charm conjures a fog bank at night through which the Abyssalor anyone
unfortunate enough to be caught in itcan cross between Creation and the Under-
world.Source Manual of Exalted Power: Abyssals, p. 180.
Source: Manual of Exalted Power: Abyssals

Unhallowed Ghost Ship


Cost: 5m, 1wp; Mins: Essence 3, Sail 4; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Any Sail Excellency
This Charm allows an Abyssal to murder the least god of a ship, claiming it as
his own and preventing anyone else from doing so. Only creatures of death may work
comfortably on these vessels.
This Charm is the Abyssal Mirror of the Solar Charm Ship-Claiming Stance.
Source Manual of Exalted Power: Abyssals, p. 180-181.
Source: Manual of Exalted Power: Abyssals

Hull-Hardening Concentration
Cost: 8m; Mins: Essence 3, Sail 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror, Obvious, Touch
Duration: Instant
Prerequisites: Unhallowed Ghost Ship
This Charm prevents an attack or hazard from damaging a ship the Abyssal
has claimed with Unhallowed Ghost Ship.
This Charm is the Abyssal Mirror of the Solar Charm Hull-Preserving Technique.

298
Source Manual of Exalted Power: Abyssals, p. 181.
Source: Manual of Exalted Power: Abyssals

Unsinking Derelict Preservation


Cost: 4m; Mins: Essence 3, Sail 5; Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror, Obvious, Stackable, Touch
Duration: Indefinite
Prerequisites: Hull-Hardening Concentration
This Charm keeps a ship afloat when it should sink.
This Charm is the Abyssal Mirror of the Solar Charm Shipwreck-Surviving
Stamina.
Source Manual of Exalted Power: Abyssals, p. 181.
Source: Manual of Exalted Power: Abyssals

Bloody Reaver Expertise


Cost: ; Mins: Essence 3, Sail 5; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Ruthless Captain Efficiency
With their hearts full of hate and bloodlust, Abyssal captains direct their vessels
with hungry vigor. This Charm permanently enhances its prerequisite, granting the
crew and its captain extra successes equal to the deathknights Essence for piratical
actions. These include ship-to-ship combat, boarding actions and even combat on
other vessels as long as the Exalt is leading the crew. The entire crew must be under
the effects of the Abyssals Ruthless Captain Efficiency to gain this bonus.
This Charm is the Abyssal Mirror of the Solar Charm Expert Pilot Concentration.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Dark Souls Fly Sails


Cost: 4m per Resources dot, 1wp; Mins: Essence 4, Sail 5; Type: Simple (Speed
10 in long ticks)
Keywords: Mirror, Obvious, Spectral
Duration: One month
Prerequisites: Shipwreck-Surviving Stamina
From the depths of the black sea or the moist, secret caverns of the earth, the
Abyssal calls up a bloody vessel of bone and sinew. This Charm wrenches bone and
muscle and soulsteel from some mysterious place deep in the ocean or the ground,
forming it into a Sail-based vehicle. It may be any mundane vessel, with a Resources
cost no more than the deathknights permanent Essence. Conjured ships have no
weapons unless they are a standard part of every model of the ship, such as an
Imperial triremes ram. See ”’Scroll of Kings”’ for more on mundane vehicles.
When the Abyssal first learns this Charm, he understands how to summon a single
mundane vehicle he is familiar with. Learning to summon other vehicles costs three
experience points each.
This Charm is the Abyssal Mirror of the Solar Charm Invincible Solar Vessel.

299
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Screaming Wind Voyage


Cost: 5m, 1wp; Mins: Essence 2, Sail 4; Type: Simple
Keywords: Combo-OK, Mirror
Duration: Varies or one scene
Prerequisites: Dark Water Odyssey
The dark soul of its master impels a ship forward. Using this Charm, the
deathknight directs the course of a ship, with the Charms effect ending as soon as the
Exalt is no longer in charge or when sunlight burns this power out of the ship. While
the Exalt captains the vessel, its maximum speed increases by (Abyssals Essence x
2)/(Abyssals Essence x 4)mph.
This Charm is the Abyssal Mirror of the Solar Charm Sun-Racing Clip.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Blood-Dimmed Tide
Cost: 8m, 1lhl; Mins: Essence 3, Sail 4; Type: Simple (Dramatic Action)
Keywords: Obvious
Duration: One day
Prerequisites: Unhallowed Ghost Ship
Spilling his own blood on his ships bow, an Abyssal captain unhallows his vessel
that it might sail the seas of the Underworld. This Charm is a dramatic action to
desecrate a ship that the Abyssal has claimed with Unhallowed Ghost Ship, taking
ten minutes to perform. Once the rite is completed, the waters around the ship turn
to blood as the Neverborn breath their dead essence into the ship’s sails. So long
as the Abyssal maintains his commitment and remains aboard the vessel, it and the
waters within (Essence x 3) yards of it are considered a place of death. The Abyssal
can only maintain his commitment so long as he remains aboard the ship and the
vessel is at sea, although vessels capable of traversing sky and earth waive the latter
restriction. This Charm can only be used at night, and the light of day burns away
its magic entirely.
Source: The Demented One

Unsinkable Dreadnought Course


Cost: (+0m or +2m); Mins: Essence 4, Sail 5; Type: Permanent
Keywords: Mirror (Captain’s Beloved Seahome), Obvious
Duration: Permanent
Prerequisites: , Hull-Hardening Concentration
Like a ghoulish barge of ancient myths or childrens nightmares, the ships com-
manded by the Deathknights cannot be sunk. This Charm upgrades Hull-Hardening
Concentration. The Abyssal may pay a surcharge of two motes to extend its duration
to one action. If he is in the Underworld or a place of death, this surcharge is waived.
Source: The Demented One

300
Splitting the Maelstrom’s Eye
Cost: ; Mins: Essence 3, Sail 5; Type: Permanent
Keywords: Mirror (Eternal Storm-Weathering Harbor), Obvious
Duration: Permanent
Prerequisites: Hull-Preserving Technique
The Abyssal captain may steer his ship dead through the eye of a hurricane, un-
deterred by wind and wave. This Charm upgrades Hull-Hardening Concentration. If
the Abyssal uses it to defend a ship against an environmental hazard, he may commit
the motes spent to do so. Doing so offers that ship indefinite protection against that
specific hazard for as long as the Deathknight keeps the motes committed, preventing
it or any of its occupants from suffering damage due to the hazard. Incidental effects of
the environmental hazard such as penalties and Poison, Crippling, or Sickness effects
are also negated. Should the vessel become an inapplicable target for the Abyssal to
defend with Hull-Hardening Concentration, his commitment is automatically broken.
Thus, the Abyssal must stay aboard the ship if he wishes to defend it, unless other
Charms allow this limitation to be bypassed. This Charm offers no protection against
environmental hazards created or directed by the actions of another character, but a
second purchase waives this limitation.
Source: The Demented One

Black Fleet Admiralty


Cost: (+3m per additional ship); Mins: Essence 3, Sail 5; Type: Permanent
Keywords: Mirror (Unwavering Admiral’s Flag), Obvious
Duration: Permanent
Prerequisites: Hull-Hardening Concentration
The Abyssal Exalted command the fleets of death itself, an unstoppable army
on the blood-stained sea. This Charm upgrades Hull-Hardening Concentration. If the
Abyssal activates it to defend a ship he is on from an attack or environmental hazard,
he may extend its protection to any other ships that are targeted by the same attack
within (Essence x 200) yards of his own ship, paying three motes for each additional
ship he protects. Only ships that he has claimed with Unhallowed Ghost Ship can be
defended this way. At Essence 5, the range of this Charm is increased to (Essence)
miles.
Source: The Demented One

Shambling Crew Enlightenment


Cost: ; Mins: Essence 3, Sail 3; Type: Permanent
Keywords: Avatar (1)
Duration: Permanent
Prerequisites: Deck-Striding Phantom
This Charm augments undead crew members on a ship the Abyssal owns. ”See
the full text of the Charm for details.”
””’Note:””’ This Charm was developed by The Fallen Wolf of the Cutting Sea.
Source Scroll of Exalts, p. 160.
Source: Scroll of Exalts

Voiceless Admiralty Dread

301
Cost: 3m; Mins: Essence 4, Sail 5; Type: Simple
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Unhallowed Ghost Ship
This Charm allows for knowledge of the location of any ships claimed by its
prerequisite, as well as instant communication with those ships, within a certain
radius. ”See the full text of the Charm for details.”
This Charm is mirrored by the Solar Charm Omnipresent Admiral of Light.
””’Note:””’ This Charm was developed by The Fallen Wolf of the Cutting Sea.
Source Scroll of Exalts, p. 160.
Source: Scroll of Exalts

Ocean-Killing Doomsday Vessel


Cost: (+1wp); Mins: Essence 3, Sail 5; Type: Permanent
Keywords: Mirror (Wind-Defying Tack Rigging), Obvious
Duration: Permanent
Prerequisites: , Wave-Slicing Keel Method
The seas themselves shrink back in horror from the ships claimed by the Abyssal
Exalted. This Charm upgrades Wave-Slicing Keel Method, allowing the Deathknight
to pay a surcharge of one Willpower when activating it. Doing so multiplies the
speed of the ship by the Abyssal’s (Essence), rather than simply doubling it. A
second purchase of this Charm at Essence 5 increases the multiplier to the Abyssal’s
(Essence x 2).
Source: The Demented One

Dread Captain’s Parable Defense


Cost: 6m; Mins: Essence 3, Sail 5; Type: Simple
Keywords: Combo-OK, Emotion, Illusion, Mirror (Mariner’s Parable Defense)
Duration: Indefinite
Prerequisites: Unhallowed Ghost Ship
Standing at the wheel of his black-sailed ship, the Abyssal whispers his dire
legend to the world. This Charm may only be used aboard a vessel that the Abyssal
has claimed with Unhallowed Ghost Ship, as no loving god would ever allow such a
terror to take to the seas. The Abyssal’s identity becomes Obvious to all characters
who see the ship, as well as the fact that it would be wise to escape him. Characters
unaware of just who the Abyssal is are made to understand his legend. He is a
monster that sails the blood-stained oceans, a ruthless captain whose cruelty and
ruthlessness is legend. Young children whisper rumors of the merciless punishments
he inflicts upon his crew, the vast treasures he has stolen through murder or guile,
and the countless corpses left in his wake. Even an Abyssal in search of redemption
is haunted by a dark air of intrigue, made out as a nameless man of mystery who
wanders the seas in search of atonement. Should he sail the enchanted ship into port,
the Abyssal is followed by this aura wherever he goes, so long as he remains within
(Essence) miles of his vessel.
The Abyssal’s very presence is enough to chill the blood of men, silencing the words
on their tongue and cutting their courage to the quick. Only the brave or the foolish
have the audacity to defy him, and their corpses will serve as warning to forestall

302
future boldness. Any character whose Valor is exceeded by the Abyssal’s Essence
suffers a -3 penalty on any roll to make an attack or social attack against him. In
addition, if the Abyssal uses a social attack to threaten others or to somehow play
to his dread legend, all characters that are subject to his unnatural mental influence
suffer a -1 penalty to their MDV. He may also add a +1 bonus to his Parry MDV
when defending a against a social attack made by a character subject to this influence
if his retorts remind men of his black reputation. This unnatural mental influence
costs two Willpower to resist. In addition, so long as this Charm remains active, the
Abyssal gains an additional dot of the Influence background.
Source: The Demented One

Treacherous Flag Display


Cost: 7m; Mins: Essence 3, Sail 4; Type: Simple
Keywords: Combo-OK, Illusion, Mirror, Obvious
Duration: Indefinite
Prerequisites: Unhallowed Ghost Ship
The authority of the Lawgivers transcends boundaries. All nations are their
nations; all people are their people. Standing at the center of a vessel she owns,
the Solar releases her Essence into the ship, veiling it from hostile eyes and hostile
intent. All observers who witness the ship see it as a friendly vessel, if possibleits sails
display friendly colors, and its sailors seem to be of the proper origin and nationality.
Pirates and other nautical predators instead see a ship that is too poor to bother
assaulting, or too formidable to consider boarding. This unnatural mental influence
costs four points of Willpower to see through. The disguise has one major flawthe
ships reflection upon the waves shows its true nature. Solars are thus advised not to
sail too close to other vessels when relying upon this Charm.
This Charm is mirrored by the Solar Charm Immortal Captain’s Advantages.
Source Ink Monkeys, Vol. 20
Source: Ink Monkeys

Fell Captain’s Advantages


Cost: ; Mins: Essence 3, Sail 3; Type: Reflexive
Keywords: Mirror (Immortal Captain’s Advantages), Native
Duration: Permanent
Prerequisites: Dark Water Odyssey
A man of the sea is a legendary thing to behold. A character who purchases
this Charm gains the following benefits: Sail Charms no longer count as Charm
activations, and Sail Charms may be activated to enhance a ship the Solar is not
presently aboard, so long as he can perceive that vessel or it is within one mile. In
addition to these advantages, the Deathknight gains an auxiliary peripheral mote
pool of (Essence + Sail + 5 x 2) motes. The Abyssal may only use this pool to pay
for Charms of the Sail ability. When this pool is depleted, the character may use his
personal and peripheral mote pools to pay for Sail Charm activations. This mote pool
refills by normal means, including stunts. A repurchase of Fell Captain’s Advantages
at Essence 4+ doubles this mote pool; a repurchase at Essence 5+ doubles it again.
This Charm only applies under the following conditions:
* The character must own the ship (see Second Edition Core Exalted, p. 238).

303
* Characters who are admiral to a fleet of ships may apply this effect to various
ships under their command, even ones they do not own.
* The character may apply Dark Water Odyssey to every ship he commands with
a single activation.
”’New Solar Charm:”’ Immortal Captain’s Advantages (Prerequisites: Perfect
Reckoning Technique). This Charm permits the Solar to apply Perfect Reckoning
Technique to every ship he commands with a single activation, but is otherwise iden-
tical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/07/05/ink-
monkeys-vol-20-charm-medley.aspx
Source: Ink Monkeys

World-Annihilating Warship
Cost: ; Mins: Essence 5, Sail 5; Type: Permanent
Keywords: Mirror (Ship and Soul Union), Native, Obvious
Duration: Permanent
Prerequisites: Fell Captain’s Advantages
Those hateful dreaded ships that bear the Abyssal Exalted are shrouded in
the ominous doom that follows their captains, becoming the flagships of the coming
apocalypse. Upon first purchasing this Charm, the Deathknight gains the effect
corresponding to his caste. Additional effects may be purchased for two experience
points each. The Abyssal’s vessel may benefit from only one effect at a time. An
Abyssal with Sail 6 and Essence 6 adds the Stackable keyword to this Charm, and
may simultaneously apply up to (Essence - 4) different effects at one time.
”Dusk”: The Abyssal may spend three motes to suffuse his vessel with an aura
of necrotic essence that streams from his anima banner, an eerie glow that flickers in
wisps around the ship. For the rest of the scene, this aura exerts unnatural mental
influence on all enemies that can see his vessel, causing them to suffer an internal
penalty of (Essence) on all rolls made to attack the ship itself, to move towards, onto,
or aboard the ship. If an enemy character is aboard the ship, these penalties become
external for him. In addition, if a complementary unit whose commander is subject
to this influence must make a roll to resist rout due to an attack made from the ship,
the difficulty of the roll is increased by one. This unnatural mental influence can be
resisted for the scene by paying two Willpower.
”Midnight”: The Abyssal may spend three motes to blight his ship, poisoning the
flows of living essence aboard it for the rest of the scene. Mortals characters on the
vessel suffer a single automatic level of aggravated damage each action they spend on
the ship, as do any raksha, whose chaotic essence is stifled by the dread blight. All
other living characters suffer an environmental hazard on each action, with Trauma
(Sail) and Damage 2B, as the blight saps their strength and vigor.
”Daybreak”: The Abyssal may spend three motes to strengthen his vessel, sending
a coruscating wash of black essence over it that leaves behind splintery fragments of
bone and ropy tendons of rotted muscle that reinforce the ship’s hull. Doing so grants
the ship an additional (Essence) Minor Damage health levels and (Essence) Critical
Damage health levels for the rest of the scene. Once one of these health levels is filled
with damage, it is lost, although the level of damage it contained does not go into
the next level, disappearing along with the health level. Once the Abyssal activates
this effect, he cannot do so again until all granted health levels have been filled with

304
damage and lost.
”Day”: The Abyssal may spend three motes to cloak his ship within a black fog,
beaten up from the surface of the sea as the ocean itself trembles in fear of the
Deathknight. This concealing mist grants three automatic successes on all actions
made to establish stealth or surprise onboard the ship for the rest of the scene, and
allows the Abyssal to waive the Willpower cost of Mist-Veiled Doldrums Technique if
he activates it aboard the ship.
”Moonshadow”: The Abyssal may pay five motes to evoke a disturbing susurrus
of ghostly whispers, phantom voices upon the wind. All characters within (Essence
x 250) yards of the Abyssal’s ship can hear these voices, and the ghost voices convey
an offer, bargain, or threat made by the Abyssal. It is clear that the offer is both
genuine and magically binding, and the ghost voices laugh malevolently if anyone
suggests trying to cheat their terms. Should a character consent to the bargain, this
becomes Obvious to the Abyssal, and he may pay a point of Willpower to seal the
oath as though with the Moonshadow anima power. If the Abyssal is a member of
the Moonshadow Caste, he may sanctify any oath spoken aboard his ship for only a
single point of Willpower.
Source: The Demented One

Part Of The Ship, Part Of The Crew


Cost: -; Mins: Essence 4, Sail 5; Type: Permanent
Keywords: Compulsion, Obvious, Shaping
Duration: Permanent
Prerequisites: Ruthless Captain Efficiency, Unhallowed Ghost Ship
The crew of an Abyssal’s ship is loyal unto the triumph of the Void itself.
Whenever an Abyssal who knows this Charm welcomes a mortal, enlightened mortal,
or Exalt as a member of the crew of a ship he claimed via Unhallowed Ghost Ship
(which must take place on the ship itself and the prospective crew member must
choose to do so of his own free will), a tendril of necrotic Essence springs from the
ship, engulfing and transforming the character as a Shaping effect. By day, there are
no obvious changes, but by night he is by all appearances one of the walking dead.
Each crew member so transformed is treated as both a Creature of Darkness and
Creature of Death for all purposes. Furthermore, they are tireless and need neither
sleep, food, nor water (and do not enjoy the benefits thereof); they gain the advantages
of automaton virtues (automatically pass all Valor rolls and fail all others); and they
may ignore up to one point of externl penalties from combat, social, dramatic and
military actions related to the upkeep and protection of the vessel in accordance to
the Abyssal’s wishes. In return, the crew member treats all orders by the Abyssal as
unnatural mental influence costing 1 Willpower to resist as a Compulsion effect, and
the Abyssal may treat such crew members as parts of the vessel they were sworn onto
for the purposes of Charms.
Normally, crew members so transformed are physically incapable of leaving the
ship they were sworn onto, but the Abyssal can grant them an increased radius, up
to (the Abyssal’s Essence) miles from the vessel (such as for recruiting purposes).
A crew member cannot stop being as such without permission from the Abyssal or
an effect capable of terminating the Shaping effect, and the Abyssal is immediately
alerted whenever a crew member is lost in such a way. (Should it need to be said, the
Abyssal can revoke any crew member’s status as such whenever he desires.) In the

305
unlikely event that a crew member were to Exalt, this will also undo the Shaping effect
without alerting the Abyssal. A living mortal who dies while still under this curse
is doomed to become a ghost forevermore serving aboard the ship. Ghosts bound to
the crew by whatever means are always able to interact with the ship, regardless of
their state of materiality. The Abyssal may have only up to (his Essence) Magnitude
of crew members bound by this charm at one time.
Source: tonberrian

Master Sailor’s Memory


Cost: 1 mote per dot; Mins: Essence 2, Sail 2; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites:
The Abyssal temporarily increases their knowledge of Sailing.Source Exalted:
The Abyssals, p. 218.
Source: Exalted: The Abyssals

Ghost on the Deck


Cost: 3 motes; Mins: Essence 2, Sail 3; Type: Reflexive
Keywords:
Duration: One day
Prerequisites: Master Sailor’s Memory
The Abyssal gains perfect balance when on a sailing vessel.Source Exalted: The
Abyssals, p. 219.
Source: Exalted: The Abyssals

Crew Sustaining Technique


Cost: Varies; Mins: Essence 3, Sail 5; Type: Simple
Keywords:
Duration: One day
Prerequisites: Ghost on the Deck
The Abyssal’s crew’s need for rest and food is reduced, but the Abyssal’s magic
eats at the crew after a period of time.Source Exalted: The Abyssals, p. 219.
Source: Exalted: The Abyssals

Phantom Sail Technique


Cost: 6 motes; Mins: Essence 2, Sail 3; Type: Reflexive
Keywords:
Duration: One day
Prerequisites: Master Sailor’s Memory
The Abyssal conjures shadows to patch the rips and tears in their ship’s
sails.Source Exalted: The Abyssals, p. 219.
Source: Exalted: The Abyssals

306
Ghost Wind Prana
Cost: 10 motes; Mins: Essence 2, Sail 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Phantom Sail Technique
This Charm allows the Abyssal to summon up a wind to propel their sailing
vessel.Source Exalted: The Abyssals, p. 219.
Source: Exalted: The Abyssals

Wind-Killing Stance
Cost: 20 motes, 1 Willpower; Mins: Essence 3, Sail 5; Type: Simple
Keywords:
Duration: One scene
Prerequisites: Ghost on the Deck, Ghost Wind Prana
The Abyssal can silence winds within a zone so long as they remain motion-
less.Source Exalted: The Abyssals, p. 219.
Source: Exalted: The Abyssals

Hull-Hardening Technique
Cost: 1 mote per 1L of soak, 1 Willpower; Mins: Essence 2, Sail 5; Type:
Reflexive
Keywords:
Duration: One scene
Prerequisites: Ghost Wind Prana
This Charm allows the Deathknight to reinforce the hull of their ship, granting
it additional soak.Source Exalted: The Abyssals, p. 218.
Source: Exalted: The Abyssals

Hull-Restoring Meditation
Cost: Varies, 1 Willpower; Mins: Essence 3, Sail 5; Type: Simple
Keywords:
Duration: Special
Prerequisites: Hull-Hardening Technique
This Charm repairs the damage done to an Abyssal’s ship, letting it continue
to sail.Source Exalted: The Abyssals, p. 220.
Source: Exalted: The Abyssals

Unsinkable Derelict Preservation


Cost: 10 motes, 2 Willpower; Mins: Essence 4, Sail 5; Type: Simple
Keywords:
Duration: One day
Prerequisites: Hull-Restoring Meditation
The Deathknight’s ship can ignore damage, acting as if they are still
whole.Source Exalted: The Abyssals, p. 220.
Source: Exalted: The Abyssals

307
Wave-Slicing Keel
Cost: 3m; Mins: Essence 2, Sail 3; Type: Simple
Keywords: Mirror (Fleet-Outrunning Flagship)
Duration: Indefinite
Prerequisites: Any Sail Excellency
This Charm allows the Abyssal to double the speed of any Sail-based vehi-
cle, provided it has some form of propulsion. It is mirrored by the Abyssal charm
Charms:Fleet-Outrunning Flagship Fleet-Outrunning Flagship.
Source Thousand Correct Actions of the Upright Soldier, p. 104.
Source: Thousand Correct Actions of the Upright Soldier

Dread Marauder Commandeers the Seas


Cost: –; Mins: Essence 5, Sail 5; Type: Permanent
Keywords: Emotion, Mirror (Dynamic Vessel Armament)
Duration: Permanent
Prerequisites:
Sailors quake with fear and sleep with one eye open when an Abyssal roams the
high seas–even aboard their own ships. This Charm is identical to its Solar mirror,
but the Abyssal mariner can learn to extend his command beyond his own vessel.
A second purchase of this Charm allows the deathknight to use Charms:Shadow-
Driven Ghost Galleon Shadow-Driven Ghost Galleon on a ship owned and commanded
by someone else. To do so, the Abyssal makes a contested (Wits + Sail + Essence)
roll, opposed by the highest-ranking person aboard the vessel (or the owner or other
crew member, if there is no commander). The Abyssal must be within (Sail x 50)
yards of the ship. If he succeeds, he may control the ship as though it were his own
so long as he remains in range, complete with the ability to command the ship to
attack as provided by the first purchase of this Charm (though this does not bestow
metaphysical ownership to the Abyssal). As an added benefit, the maximum number
of attacks any ship controlled by the Abyssal may make in one action without a
flurry increases to (Essence x 2). If a ship that the Abyssal wishes to target has
no one aboard, he may take control of the vessel automatically; but should someone
come aboard who could resist the effect, they may attempt to do so immediately and
reflexively.
A victim may later retake control of a plundered vessel and end Dread Marauder
Commandeers the Seas by taking a miscellaneous action to attempt to reassert au-
thority or ownership and rolling (Wits + Sail + Essence), with a difficulty equal to
the successes on the Abyssal’s original roll. Charms such as Charms: Unhallowed
Ghost Ship Unhallowed Ghost Ship that magically assert authority or ownership are
automatically successful in reclaiming control (though they still abide by their respec-
tive restrictions). Finally, ships the Abyssal controls–including his own–can become
dens of cutthroat brutality; everyone on board experiences an Emotion effect of ag-
gression, predation or treachery directed against all living beings on board other than
the deathknight himself (or other deathknights). This effect subsides whenever there
are no valid targets on board–a ship of the dead only balks at the intrusion of the
living.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Dynamic Vessel
Armament Dynamic Vessel Armament.
Source: SataiDelenn

308
Bitter Sweetness of Betrayal
Cost: 8m, 1wp; Mins: Essence 3, Socialize 4; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion, Illusion
Duration: One week
Prerequisites: Imprecation of Ill Manners
This Charm infects a target and those they interact with, compelling their loved
ones to betray them. This betrayal may be emotionally devastating or physically
harmful.Source Manual of Exalted Power: Abyssals, p. 181-182.
Source: Manual of Exalted Power: Abyssals

Hate-Sowing Bitterness
Cost: 5m, 1wp; Mins: Essence 2, Socialize 3; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion
Duration: One scene
Prerequisites: Any Socialize Excellency
This Charm makes it supernaturally easy for an Abyssal to encourage negative
emotions and suppress positive emotions in those he influences. Mortals who do
not resist this Charm are under its sway longer and will violently attack those that
attempt to cure them of its effects.Source Manual of Exalted Power: Abyssals, p. 182.
Source: Manual of Exalted Power: Abyssals

Heart-Breaking Revelation
Cost: 5m; Mins: Essence 4, Socialize 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Social
Duration: Instant
Prerequisites: Exquisite Etiquette Style, Tension-Discerning Scrutiny
Life is vicious, on the battlefield or at dinner conversation; any opening should
be taken and used. The Abyssal activates this Charm in response to a social attack,
even one that targets another character; the Exalt makes her own (Manipulation +
Presence) social counterattack. This counterattack may target either the original
attacker or the original target (if it was not the Abyssal).
If the target of this counterattack suffered a penalty or gained a bonus to MDV due
to their Intimacies, Virtues or Motivation during the previous attack, the deathknight
takes advantage of the pathetic display of emotion. Whether or not it was a bonus or
penalty, the same value applies as a penalty to the targets MDV against the Exalts
counterattack, even if the Abyssals counterattack has nothing to do with the targets
core values. This penalty supersedes the bonus or penalty the target would normally
receive if the counterattack does involve his Motivation, Virtues or Intimacies.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Tension-Discerning Scrutiny
Cost: 4m, 1wp; Mins: Essence 3, Socialize 5; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror
Duration: One story
Prerequisites: Any Socialize Excellency

309
Abyssals understand the dark hearts that sow betrayal and tragedy. After all,
whence do they come? This Charm is an attempt to map the lines of tension within
a social environment, determining who dislikes whom and for what reasons. The
character builds an accurate profile of the people and the vices involved, which the
Storyteller can detail as desired. The Exalts player rolls (Perception or Intelligence +
Socialize), adding bonus dice equal to his Essence. The difficulty of this roll is always
1, but if any involved groups are deliberately sending misleading signals subtract
an external penalty equal to the highest of any one such groups (Manipulation +
Socialize + Magnitude 2).
If the character succeeds, each threshold success reduces external penalties on
further dramatic and social actions to sow discord amongst or dismantle the profiled
group environment. This Charm can not reduce external penalties by more than an
amount equal to the deathknights Essence.
The Exalt can have only one profile at a time of a given social environment, and
such profiles are valid only for the duration of the current story or until the Abyssal
allows this Charm to lapse. The deathknight can not use this Charm in the same
environment again to try to achieve a better profile unless a new story has begun or a
dramatic change in the social environment merits a reconceptualization by observers,
as the Storyteller deems appropriate.
This Charm is the Abyssal Mirror of the Solar Charm Understanding the Court.
”’Note:”’ This Charm presumes that the published version of Understanding the
Court is in error, and that its mote cost should be four and its duration one story.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Suppurating Grudge Tendencies


Cost: 8m, 1wp; Mins: Essence 4, Socialize 5; Type: Simple (Dramatic Action
or Dominion Action)
Keywords: Combo-OK, Compulsion, Mandate, Social
Duration: Instant
Prerequisites: Tension-Discerning Scrutiny, Cancerous Dissent Technique
A simple twisted word can bring a kingdom toppling down under the weight of
its own factionalism. This Charm requires the Abyssal interact extensively with the
target group over the course of a day, sowing the seeds of hate, at which point he rolls
Manipulation + Socialize. This roll suffers an external penalty equal to its leaders
MDV plus half its Magnitude, rounded up. If successful, the leader must spend six
Loyalty to maintain his groups cohesion, or else the group becomes fractious and splits
apart. A splinter group breaks off from the larger group, its own Magnitude no more
than the Abyssals Essence or half the Magnitude of the original group, whichever is
lower, and both groups adopt as part of their Policies the goal of destroying the other.
Should either of these groups fracture further, any resulting group must include the
destruction of one or the other original two groups in its Policy, unless they spend six
Loyalty to ignore this Charms unnatural compulsion upon their formation.
In the Mandate of Heaven, the Abyssal must be a sorcerer in a dominion to perform
this Charm as a dominion action. If the targeted dominion does not voluntarily gain
three Limit, a splinter dominion of Magnitude (lower of Abyssals Essence 2 or half
original dominions Magnitude) splits off. This otherwise functions as a normal use of
this Charm.

310
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Tomb-Soul Quietude
Cost: (8xp); Mins: Essence 2, Socialize 3; Type: Permanent
Keywords: Mirror, Taint
Duration: Permanent
Prerequisites: Exquisite Etiquette Style
As still as the grave, the Abyssals manner reveals nothing. While active, the
Abyssals Exquisite Etiquette Style adds the Exalts Socialize to the difficulty of at-
tempts to read his motivation (”’Exalted”’, p. 131). While active, it also becomes
impossible to tell that the Exalt is lying, adding (Essence) successes to contesting
rolls against perfect truth-detecting Charms.
The Abyssal may adopt this Charms effect as a Taint by spending four bonus
points or eight experience. This permanently increases the difficulty to read him and
allows him to lie perfectly without activating Exquisite Etiquette Style. In doing
this, the deathknight is scoured of emotional attachment, losing all Intimacies and
becoming incapable of forming new ones. Natural influence can not overcome this
effect, though unnatural influence may as long as it lasts. Other emotional beings
find the Exalt disturbing, which imposes a -1 external penalty on all his social rolls,
except in cases where this might be a boon such as intimidation.
This Charm is the Abyssal Mirror of the Solar Charm Golden Courtier Infallibility.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Wretched Vassal Eyes


Cost: 6m; Mins: Essence 3, Socialize 4; Type: Reflexive (Step 9)
Keywords: Avatar (1), Combo-OK, Emotion, Counterattack, Illusion
Duration: Instant
Prerequisites: Tomb-Soul Quietude
What good are the windows to the soul when ones soul has been hollowed
out by dead gods? Staring into the hateful void of a deathknights soul is not just
fruitless, it is unnerving. When someone attempts to read the Abyssals motivation,
makes a Presence-based social attack against him, or otherwise attempts to discern his
intentions, Intimacies, Motivation or Virtues, the Exalt may respond with this Charm.
If the attack or any rolls associated with the intruders action garner fewer threshold
successes than (Abyssals Socialize), the intruder is afflicted with an unnatural illusion
that they have failed even if they have succeeded. They also suffer an unnatural
emotion which inflicts a -2 internal penalty to any of the actions they take for the
rest of the scene that are directly contested by the deathknight. These effects may
be ignored by spending a point of Willpower to shrug off each one.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Invidious Rumors Campaign


Cost: 5m; Mins: Essence 3, Socialize 5; Type: Supplemental

311
Keywords: Combo-OK, Compulsion, Emotion, Mirror (Spiteful Partisan Con-
troversy), Social
Duration: Instant
Prerequisites: , Cancerous Dissent Technique
The Abyssal Exalted turn the best of friends into mortal enemies, pitting
brother against brother with well-chosen words. This Charm enhances any social
attack made against a mass unit. If the units leader spends Loyalty to resist and
suffers loss of Magnitude as a result, then all members who leave the unit form a
new social group. This new mass units Motivation is to eliminate the original group,
whether by violence, suppression, or other means. The newly-formed group may re-
sist this unnatural mental influence by spending six Loyalty, in which case it comes
into being with no Policy whatsoever, until it forms one.
Source: The Demented One

Villainous Monologue Rant


Cost: 4m; Mins: Essence 2, Socialize 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Pleasing Speech Discipline), Social
Duration: One scene
Prerequisites: , Exquisite Etiquette Style
Cackling with mad laughter, the Deathknight speaks with the voice of true
evil. All of the Abyssals social attacks are enhanced as if he had spent three ticks
accumulating dice with a Monologue action (this bonus does not stack with that from
actual Monologue actions). He adds +1 to his MDVs against any social attack which
he is aware of. Neither of these bonuses count as dice added by Charms. At Essence
3, each tick the Deathknight spends taking a Monologue action while this Charm is
active converts one die provided by this Charm into an automatic success.
Source: The Demented One

Donning the Death Mask


Cost: 5m, 1wp; Mins: Essence 2, Socialize 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Illegible Solar Poker Face), Social
Duration: One scene
Prerequisites: , Any Socialize Excellency
Cold, pale skin, dull lifeless eyes, a hollowness of the voiceit is often hard to
tell the Abyssal from a corpse, unthinking and passionless. This Charm protects the
Deathknight from any effect that would discern his Motivations, Virtues, or Intima-
cies, reveal his goals or motives, or read his mind, preventing such attempts from
revealing any information about the Abyssal. If another Charm’s effects contest this
Charm’s, Don the Death Mask adds the Deathknight’s Essence in automatic successes
to the opposed roll to maintain the effects of this Charm.
Source: The Demented One

Reaper’s Irresistible Promises


Cost: 4m; Mins: Essence 3, Socialize 5; Type: Supplemental
Keywords: Combo-OK, Mirror (Exemplar of Spoken Virtue), Social
Duration: Instant
Prerequisites: , Exquisite Etiquette Style

312
The Abyssal Exalted break mens minds with abuse and torture, and break their
souls with insidious promises. This Charm may enhance any social attack. For every
two threshold successes on the roll, the initial Willpower cost to resist the influence is
increased by one, to a maximum of five points of Willpower. This Charm is explicitly
permitted to supplement actions of other Abilities.
Source: The Demented One

Psyche-Dissecting Stare
Cost: ; Mins: Essence 3, Socialize 3; Type: Permanent
Keywords: Mirror (Word and Deed Understanding), Social
Duration: Permanent
Prerequisites: , Exquisite Etiquette Style
It is so easy to understand the foibles and folly of mere mortals. This Charm
upgrades Exquisite Etiquette Style. Whenever the Abyssal activates it, he is treated as
having rolled (Socialize + 3) successes for reading the motivations of other characters.
In addition, its duration is extended to (Essence) actions.
Source: The Demented One

Conspicouous Heretic Conspiracy


Cost: -(0, 1, or 2wp); Mins: Essence 3, Socialize 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Exquisite Etiquette Style
The Exalted Host are slaves to no one. There are times, however, when one
must play a slave to allow plans to come to fruition. This charm allows the Abyssal to
become aware of any Read Motivation actions targeting her. Whenever a character
attempts to gain knowledge of her Motivation, Intimacy, or Emotion she would prefer
stay hidden, she may replace it for the scene with something she feels is more fitting.
The replacement must be relevant to the scene and she cannot oppose it without
spending two Willpower and gaining a point of resonance. Going against her falsified
feelings in this way signifies an obvious change in her behavioural patterns, which
often causes questions from anyone who attempted to read her including reevaluat-
ing information they’ve already gleaned.She cannot benefit from any effects of this
Charm for the rest of the scene after acting against it, and all replaced impressions
are unprotected from future attempts of observation. She may only replace each Mo-
tivation or Intimacy once per scene though Emotions may change as is dramatically
appropriate.
This effect costs 1 Willpower the first time it is used in a scene and 1 Willpower
whenever it is used to change her Motivation.
Source: Scarlet Heavens

Heart Seizing Expertise


Cost: 10m; Mins: Essence 4, Socialize 5; Type: Supplemental
Keywords: Illusion, Stackable
Duration: Indefinite
Prerequisites: Bitter Sweetness of Betrayal
While watching the friends of her enemy destroy him can be rather enjoyable,

313
nothing is quite so sweet to her tongue as to watch him destroy himself. This charm
enhances the innate bite attack of the Child of Blood, allowing her to steal one of the
victim’s intimacies, in which case she may choose to do no physical damage. This
charm does not inform her of any intimacies, so she must learn of them through other
means. Upon taking the intimacy of the target, the Abyssal decides if she wishes
to take it as it is, or invert it; for as long as she maintains the commitment to this
charm, she retains the intimacy and it cannot be eroded by any means.
While the Abyssal benefits from this charm, the target suffers. Upon use, she
decides whether to erase the intimacy until the commitment is released, or leave the
target with an inverted version. If she erases the target’s intimacy he is unable to
rebuild it for the duration, but he is capable of building a negative version. If the
target’s intimacy remains, he is able to erode it, but remains unable to rebuild it back
to its former state. If the charm ends while the target’s intimacy is in the state that
the Abyssal left it, it recovers instantly. However, if he builds a negative intimacy or
erodes the one given to him, the charm ends without returning the stolen intimacy.
As a final insult to injury, if the intimacy she steals is for an individual, and
the character has a corresponding intimacy for the target of her bite, she may roll
(Manipulation + Larceny) gaining (Essence) automatic successes and, upon him en-
countering either the Abyssal or the victim of her bite, compare it to his Dodge MDV.
If she succeeds, the intimacy’s target is switched to the Abyssal for the duration as
an Illusion effect that costs two Willpower to resist.
For example, after biting a woman, the Abyssal may steal her intimacy for her
husband. Assuming the husband has a reciprocal intimacy, the Abyssal rolls against
his DMDV. In succeeding, the husband’s intimacy now targets the Abyssal instead
of his wife until she releases the committed motes or he spends two Willpower. The
Abyssal may keep a positive intimacy for him of Love, that the wife had, or invert it
and keep an intimacy of Hatred for him instead. Lastly, she may invert her intimacy
to Hatred as well, or erase it entirely for the duration. In this instance, she’ll erase it.
Grief struck, the wife abandons her husband and builds a negative intimacy for him.
When the Abyssal releases her commitment to the Charm, the husband’s intimacy
returns for his wife. However, since the wife built a replacement intimacy, it doesn’t
recover at the charm’s end, and she must erode her current intimacy before rebuilding
it from nothing - if she chooses to.
Source: Scarlet Heavens

Scribing the Old Laws


Cost: 3m,1wp; Mins: Essence 2, Socialize 3; Type: Simple (6 long ticks)
Keywords: Avatar (1), Combo-OK, Compulsion, Mirror (Taboo-Inflicting Dia-
tribe)
Duration: Instant
Prerequisites:
Acting with the authority of the murdered architects of the universe, the Abyssal
hands down binding commandments that a society must follow. These are the Old
Laws, small excerpts of an infinite litany of denial which rolls through the black
dreams of the Neverborn. This Charm is similar to Taboo Inflicting Diatribe, save
that it does not create a taboo or fad, but a law. The Abyssals Socialize roll suffers
a -1 external penalty if the majority of the targeted social groups members are alive,
and a separate -3 external penalty if the Old Law he hands down has nothing to do

314
with death or the dead.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Keeper of the Old Laws


Cost: -; Mins: Essence 3, Socialize 4; Type: Permanent
Keywords: Avatar (2)
Duration: Permanent
Prerequisites: Scribing the Old Laws
The Abyssal becomes a warden of the Old Laws, gaining an infallible sense
that informs him when an individual breaks an Old Law he has laid down with this
Charms prerequisite. He knows when and where the law has been broken, but not by
whom. He enjoys one automatic success on all attempts to investigate the violation
and determine the identity of the lawbreaker.
Should the Abyssal successfully uncover the lawbreaker and punish her, he loses
one point of Resonance. Fitting punishment includes execution, destruction of a
ghosts Fetters or the subject of one of its Passions, or sacrifice of a living individuals
property to the dead sufficient to drop the individual a Resources dot (for example,
if a wealthy merchant worth Resources 4 violated one of the Old Laws, the Abyssal
might turn his fine home into a burnt offering to the merchants ancestors, reducing
the lawbreaker to Resources 3 and setting him off on the road with only his wagon
and goods to attempt to rebuild his fortune).
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Intimations of Mortality
Cost: 5 motes; Mins: Essence 1, Socialize 3; Type: Simple
Keywords:
Duration: One day
Prerequisites: Passion-Unveiling Glance
This Charm allows the Abyssal to cause a target to become obsessed with their
own mortality.Source Exalted: The Abyssals, p. 222
Source First Edition Storytellers Companion, p. 47.
Source: Exalted: The Abyssals

Imprecation of Ill Manners


Cost: 3m per -1; Mins: Essence 2, Socialize 3; Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisites: Exquisite Etiquette Style, Any Socialize Excellency
This Charm allows the Abyssal to hinder others in social interaction, causing
rivals to embarrass themselves or their pleas to fall on deaf ears.Source Manual of
Exalted Power: Abyssals, p. 181.
Source: Manual of Exalted Power: Abyssals

315
Imprecation of Ill Manners
Cost: 1 mote per 1 die; Mins: Essence 2, Socialize 3; Type: Reflexive
Keywords:
Duration: One turn
Prerequisites: Exquisite Etiquette Style
The Abyssal drains die from a target’s Socialize pools, spurring them to anger
and rash behavior.Source Exalted: The Abyssals, p. 221.
Source: Exalted: The Abyssals

Loyalty Withering Technique


Cost: 3 motes; Mins: Essence 2, Socialize 3; Type: Simple
Keywords:
Duration: Varies
Prerequisites: Exquisite Etiquette Style
This Charm erodes loyalties a target has towards a specific individual or
cause.Source Exalted: The Abyssals, p. 221.
Source: Exalted: The Abyssals

Heart-Hardening Method
Cost: 6 motes; Mins: Essence 2, Socialize 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Loyalty Withering Technique
The Abyssal uses this Charm to eat away a target’s Virtue temporarily.Source
Exalted: The Abyssals, p. 221.
Source: Exalted: The Abyssals

Sin-Sensing Meditation
Cost: 10 motes, 1 Willpower; Mins: Essence 2, Socialize 5; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Heart-Hardening Method
The Abyssal knows the target’s price, the thing for which they will forsake
everything.Source Exalted: The Abyssals, p. 222.
Source: Exalted: The Abyssals

Passion-Unveiling Glance
Cost: 3 motes; Mins: Essence 2, Socialize 3; Type: Simple
Keywords:
Duration: Instant
Prerequisites:
The Abyssal can read a target’s emotions, Willpower rating, and Virtue alloca-
tion.Source Exalted: The Abyssals, p. 222.
Source: Exalted: The Abyssals

316
Exquisite Etiquette Style
Cost: 1m; Mins: Essence 1, Socialize 2; Type: Reflexive (Step 1 for attacker,
Step 2 for defender)
Keywords: Combo-OK, Mirror, Social
Duration: Until next action
Prerequisites:
This Charm causes the Abyssal to act in an acceptable way, and allows her to
understand the Motivations of others.
This Charm is the Abyssal version of the Solar charm Mastery of Small Manners.
Source Manual of Exalted Power: Abyssals, p. 181.
Source: Manual of Exalted Power: Abyssals

Exquisite Etiquette Style


Cost: 3 motes; Mins: Essence 1, Socialize 2; Type: Reflexive
Keywords:
Duration: One scene
Prerequisites:
The Deathknight becomes perfectly polite, knowing inherently the correct cus-
toms to use.Source Exalted: The Abyssals, p. 220.
Source: Exalted: The Abyssals

Words-as-Weapons Understanding
Cost: 6m; Mins: Essence 2, Socialize 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Perfection of Poetics Method)
Duration: One scene
Prerequisites: , Excellency Any Socialize Excellency
The Abyssal Exalteds words are like knives, and they keep their knives sharp-
ened. The Abyssal may ignore up to (Socialize) in penalties on his mental actions
that are imposed by another character’s Charms, or similar supernatural powers.
This reduction applies to external penalties first, and then to internal penalties. If
such an effect increases or enhances a penalty the Deathknight suffers, he may apply
the reduction to the increased penalty, although this cannot reduce it below its base
value.
Source: The Demented One

Honey-Tongued Serpent Attack


Cost: 3m, 1wp; Mins: Essence 3, Socialize 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Social
Duration: Instant
Prerequisites: Exquisite Etiquette Style
This Charm makes Manipulation-based attacks unexpected.
This Charm is the Mirror-Charm of the Solar Charm Heartfelt Honorific Oppor-
tunity.
Source Manual of Exalted Power: Abyssals, p. 181.
2.5errata source=Scroll of Erratatext=This Charm makes the Abyssals social at-
tack unblockable and undodgeable, not unexpected.
Source: Manual of Exalted Power: Abyssals

317
Cancerous Dissent Technique
Cost: 10m, 1wp; Mins: Essence 3, Socialize 5; Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisites: Imprecation of Ill Manners
This Charm injects dissension into a group, chipping away at faith in the group’s
leader.Source Manual of Exalted Power: Abyssals, p. 182.
2.5errata source=Scroll of ErrataThreshold successes do not apply normally on
this social attack; use the rules detailed in its text instead.
Source: Manual of Exalted Power: Abyssals

Cats Poise Technique (Lunar)


Cost: ; Mins: Essence 1, Stamina 1; Type: Permanent
Keywords: Native, Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra Composure lev-
els.Category:Interaction Charms
Source: Goddessgood

Ox-Body Technique (Lunar)


Cost: ; Mins: Essence 1, Stamina 1; Type: Native, Permanent
Keywords: Stackable
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Manual of Exalted Power: Lunars, p. 156.
Source Second Edition Core, p. 330.
Source: Manual of Exalted Power: Lunars

Ox-Body Technique (Lunar)


Cost: None; Mins: Essence 1, Stamina Varies; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm allows a character to purchase extra health levels.
Source Exalted: The Lunars, p. 133.
Source: Exalted: The Lunars

Atrocity Without Witness


Cost: 5m, 1wp; Mins: Essence 2, Stealth 4; Type: Simple
Keywords: Combo-OK, Compulsion, Illusion, Mirror
Duration: One scene
Prerequisites: Shadow Cloak Technique
This Charm compels witnesses to ignore the depredations of the Abyssal, sup-
pressing their memories of such traumatic events.

318
This Charm is the Abyssal Mirror of the Solar Charm Mental Invisibility Tech-
nique.
Source Manual of Exalted Power: Abyssals, p. 171-172.
Source: Manual of Exalted Power: Abyssals

Dark Heart Humility


Cost: ; Mins: Essence 2, Stealth 3; Type: Permanent
Keywords: None
Duration: Indefinite
Prerequisites:
Their presence always humble before the infinite hate of the Neverborn, the
Abyssal Exalted know that all is equally pitiful in the sight of their dead gods. This
lesson hides the deathknights from their peers. This Charm permanently enhances the
Exalt, allowing him to reflexively suppress his apparent power when he conceals his
presence or identity with Stealth, Larceny or other appropriate actions. When another
character uses a Charm such as All-Encompassing Sorcerer’s Sight (”’Exalted”’, p.
222), they do not gain bonus dice equal to the Abyssals Essence to attempts to
perceive him, nor do they gain bonuses to detect any attuned artifacts he carries.
This does not actually reduce the power of the Exalts Essence or artifacts, it merely
masks them.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Shadow-Lengthening Presence
Cost: 4m; Mins: Essence 2, Stealth 4; Type: Simple
Keywords: Combo-OK, Spectral
Duration: One scene
Prerequisites: Shadow Cloak Technique
The darkness reaches out to grasp the resplendent powers of the Abyssal
Exalted, yearning for the dark glories they achieve. This Charm deepens the
deathknights relationship with that darkness for the rest of the scene, drawing the
shade towards him. Whenever the Exalt would use or rely upon a Charm, spell or
other effect that depends on shadows, he acts as though he is standing directly in a
shadow even when he is up to (Essence) yards away from one. When he is actually
standing in shadows the Exalts Charms treat even the faintest shade as the deepest
darkness. The Abyssals own shadow does not count for the purposes of this Charm.
At Essence 3+ a second purchase of this Charm extends its duration until the next
sunrise. A third purchase at Essence 5+ extends its duration indefinitely. After the
third purchase and Essence 6+ its mote cost is reduced to one.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Swallowing the Sun


Cost: 2wp, 1hl; Mins: Essence 3, Stealth 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant

319
Prerequisites:
This allows the Deathknight to completely mute her anima. See the full text of
the Charm for further details.
This Charm is a Mirror of Swallowing the Sun.
Source Glories of the Most High: The Unconquered Sun, p. 32.
Source: Glories of the Most High: The Unconquered Sun

Midnight Essence Weave


Cost: 5m, 1wp; Mins: Essence 3, Stealth 5; Type: Reflexive
Keywords: Combo-OK, Illusion, Mirror (Subtle Unseen Essence)
Duration: One scene
Prerequisites: , Mental Invisibility Technique
Oblivion is the ultimate darkness, consuming all light and truth. The Obvious
keyword is removed from any Charm the Abyssal activates, concealed by the unnatural
mental influence that this Charm exerts on all who see the Deathknight’s magic.
Those who succumb to this Illusion are unable to perceive the magical nature of
cloaked Charms, as their true appearance is consumed by Oblivion. This does not
prevent them from observing the effects of such Charms, but they cannot recognize
them as magical in nature. This unnatural mental influence may be resisted for a
cost of three Willpower, allowing targets to notice concealed Charms as if they were
Obvious. Targets of this influence cannot recognize it as supernatural in nature unless
they pay Willpower to resist it. This Charm’s effects recede while the Abyssal’s anima
banner is at the four-mote level or greater.
Source: The Demented One

Rotting Meat Masquerade


Cost: 2m; Mins: Essence 2, Stealth 4; Type: Simple
Keywords: Illusion
Duration: Indefinite
Prerequisites: Atrocity Without Witness
When the living look on the dread armies of death the Abyssal Exalted raise
up, they are made blind by sheer terror. Laying hands upon a ghost, zombie, or other
undead character, the Abyssal veils it with a disguise of essence. Any living character
that looks upon a disguised undead is incapable of perceiving its true undead nature
unless they spend three Willpower to pierce the illusion. Once a character has spent
Willpower to overcome this illusion, they automatically see the true nature of any
other undead the Abyssal has disguised with this Charm for the rest of the scene. To
those who do not spend Willpower, the cloaked undead seem like ordinary mortals,
if taciturn and pallid. This Charm cannot disguise undead that are not essentially
humanoid, such as necromantic war machines.
At Essence 3, the Abyssal may use this Charm to disguise mass units of the undead
that he leads. He must commit 2 motes for each dot of magnitude the unit possesses,
and must spend a point of temporary Willpower. Each additional day that he wishes
to disguise the unit, he must reflexively spend another point of Willpower.
Source: The Demented One

320
The Stranger Behind You
Cost: 6m, 1wp; Mins: Essence 4, Stealth 5; Type: Supplemental
Keywords: Combo-OK, Shaping
Duration: Indefinite
Prerequisites: , Atrocity Without Witness
Children lie awake in their beds at night choked with fear, seeing monsters
lurking in every shadow. A little light left out by their bedside, a kiss from their
mother, and a warm reassurance dispel these childish fears, letting the young know
that they sleep safe and sound. Oh, how wrong they are. This Charm may enhance
any action made to hide or reestablish surprise. The specialties granted by Shadow
Cloak Technique automatically apply to the roll. In addition, upon activating this
Charm, the Abyssal must choose a single character within (Essence) yards, attempting
to hide in their shadow. If the Abyssal’s stealth roll beats his victim’s roll to notice
him, then the Deathknight succeeds. He dissipates into a tenebrous ooze, and seeps
into the character’s shadow, becoming one with it.
So long as the Abyssal commits the motes to this Charm he is dematerialized,
but he is also incapable of taking any action, as if he were Inactive. He can still
perceive the world normally, and may speak, the shadow giving voice to his words
in an eerie ventriloquist’s act. In addition to the invisibility that his dematerialized
state affords him against mundane sight, he also benefits from the initial Stealth roll,
forcing characters capable of seeing the dematerialized to succeed on an opposing roll.
The Abyssal cannot move on his own, but is instead dragged along by the character
whose shadow he hides in, always remaining one yard behind them no matter how
fast or far they move. The Abyssal may at any time release his commitment to end
this Charm and rise up from his target’s shadow as if it were a pool of spilt oil. Doing
so does not break his stealth, though, leaving him with the delicious opportunity to
backstab his helpless victim.
Source: The Demented One

Insidious Lurking Threat


Cost: 2m; Mins: Essence 2, Stealth 3; Type: Reflexive
Keywords: Combo-OK, Mirror (Clouds Cover Sun)
Duration: Instant
Prerequisites: , Any Stealth Excellency
Gruesome things lurk in the dark of the night, things that the cowardly and
frightful cannot bear to see. And so, they see them not. Activating this Charm,
the Abyssal may reflexively make a (Dexterity + Stealth) roll to reestablish surprise
in combat or to conceal himself. The Deathknight can hide even without natural
concealment, using supernatural prowess to baffle his foes. This Charm can only be
activated on the Abyssals action tick. Should he use it multiple times on a single
action tick, he suffers a cumulative -1 internal penalty on each subsequent attempt.
Source: The Demented One

Embracing the Ghost Life


Cost: -; Mins: Essence 3, Stealth 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Unseen Wisp Method

321
As the Abyssal activates the prerequisite charm the soft scent of incense and
funerary flowers drifts into the room she occupies, then vanishes along with all traces
of her. This enhances Unseen Wisp Method to mask the Deathknight’s scents, sounds
and essence, making her imperceptible to all natural senses. She may sit on a chair
without pressing down the cushion and walking through a curtain would seem like
nothing more than a breeze. The difficulty to notice her increases by 4 for those
with enhanced senses such as Keen (Sense) or All Encompassing Sorcerer’s Sight, or
Whispers.
Source: Scarlet Heavens

Blinking Wisp Response


Cost: 4m; Mins: Essence 3, Stealth 5; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Spectral
Duration: Until DV refreshes twice
Prerequisites: Unseen Wisp Method
Sometimes the realization of the need for stealth comes at the last moment. This
charm allows the Abyssal to reflexively activate its prerequisite for a limited duration
and attempt to reestablish surprise with an external penalty of (Target’s or Attacker’s
Essence) when making or defending against an attack.Though this may be invoked
before the end of a flurry an attacker in close quarters may choose to continue with
a -2 external penalty to each of the subsequent attacks. She is, however, an invalid
target to further ranged attacks.
Source: Scarlet Heavens

Nefarious Disregard Approach


Cost: 7m, 1wp; Mins: Essence 3, Stealth 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Atrocity Without Witness
Ignorance when faced of the Abyssal Exalted may not be bliss, but it’s preferable
to knowing their horrors. This charm permanently upgrades its prerequisite, changing
the cost to 7m, 1wp. Even those directly involved with her actions during the scene
choose to ignore her and willfully turn their back, even when threatened, unless they
spend one Willpower to resist. Additionally the Willpower cost for witnesses is raised
to the Abyssal’s Essence, maximum of five, and reduced by one if someone calls their
attention to the Abyssal. Those damaged by her who do not resist this effect make up
wild stories to explain their wounds or suffer delusions of being attacked by shadows.
She may single out any Creatures of Death that she wishes to interact with who will
not have to spend Willpower.
In case it wasn’t obvious, this charm is allowed to give normally unacceptable
orders.
Source: Scarlet Heavens

Oracle-Rebuking Sunbeam
Cost: ; Mins: Essence 4, Stealth 5; Type: Permanent
Keywords: Mirror (Oracle-Rebuking Sunbeam)
Duration: Permanent

322
Prerequisites: Splinter in the Mind’s Eye
Committing an act of cosmic violence, the Abyssal gouges out the eyes that the
shinma do not possess, blinding the universe to his presence. This Charm upgrades
Splinter in the Minds Eye. While it is active, the Abyssal is warded against all scrying
and other effects that would allow him to be supernaturally observed. Scrying that
targets the Deathknight specifically is negated, while scrying that affects an area
is unable to detect the Abyssal’s presence. If another Charm contests this effect,
Untangled from the Worlds Weave adds the Abyssals (Essence) in automatic successes
to the opposed roll to maintain the effects of this Charm.
With Stealth 6 and Essence 6, the Abyssal may choose to pay one mote any
time a scrying effect that specifically targets him is negated by this Charm to blind
the offending character. Unless the character succeeds on a (Stamina + Resistance)
roll at difficulty 5, he is blinded as a Crippling effect. If a character heals as the
Exalted, his eyes blacken and turn dark, unable to see any light. He can recover from
this affliction with a full day of rest. Characters who lack supernatural healing are
blinded forevermore, their eyes rotting in their sockets.
Source: The Demented One

Shadows Full of Knives


Cost: 6m; Mins: Essence 2, Stealth 4; Type: Reflexive (Step 10)
Keywords: Combo-OK, Emotion
Duration: Instant
Prerequisites: Shadow Cloak Technique
The Abyssal lashes out unseen, leaping from the darkness to strike at a foe.
All who witness this assault know that the same hidden death awaits them too, their
panicked fear blinding them. If an unexpected attack enhanced by this Charm deals
damage, the Abyssal may reflexively roll (Charisma or Manipulation + Stealth +
Essence) as a social attack against the Dodge MDV of all characters who witnessed
the attack, even if they were not initially aware of it. Characters whose MDVs
are exceeded suffer unnatural mental influence, instilling them with an emotion of
fear for the rest of the scene. In addition to the usual penalties of an Emotion
effect, this overwhelming paranoia also imposes a -3 internal penalty on rolls to notice
the Deathknight. This unnatural mental influence can be resisted for a cost of one
Willpower, and doing so renders a character immune to further uses of this Charm
for the rest of the scene. At the end of the scene, affected characters that failed to
resist the influence and who saw or perceived the Abyssal gain an Intimacy of fear
towards him. With Stealth 6 and Essence 6, the unnatural mental influence of this
Charm is undodgeable as well as unblockable, and costs two Willpower to resist.
Source: The Demented One

Concealing Distraction Discipline


Cost: 4 motes; Mins: Essence 2, Stealth 3; Type: Simple
Keywords:
Duration: One scene
Prerequisites:
Abyssals using this Charm become difficult to notice, increasing the difficulty
of rolls to perceive them.Source Exalted: The Abyssals, p. 210.

323
Source: Exalted: The Abyssals

Encounter-Banishing Gesture
Cost: 3 motes per target; Mins: Essence 2, Stealth 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Concealing Distraction Discipline
This Charm makes the target forget the events of several turns, allowing the
Abyssal to escape.Source Exalted: The Abyssals, p. 210.
Source: Exalted: The Abyssals

Splinter in the Mind’s Eye


Cost: 10m, 1wp; Mins: Essence 3, Stealth 5; Type: Simple
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Atrocity Without Witness
This Charm renders an Abyssal an immemorable presence in others’ minds.
This Charm is the Abyssal Mirror of the Solar Charm Vanishing from Mind’s Eye
Method.
Source Manual of Exalted Power: Abyssals, p. 172.
Source: Manual of Exalted Power: Abyssals

Splinter in the Mind’s Eye


Cost: 8 motes, 1 Willpower; Mins: Essence 2, Stealth 5; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Encounter-Banishing Gesture
The effects of Charms:Encounter-Banishing Gesture Encounter-Banishing Ges-
ture expand to a group of witnesses.Source Exalted: The Abyssals, p. 210.
Source: Exalted: The Abyssals

Noiseless Phantom Style


Cost: 4 motes; Mins: Essence 3, Stealth 4; Type: Reflexive
Keywords:
Duration: (Stealth) minutes
Prerequisites: Concealing Distraction Discipline
The character makes no sound and thus cannot be heard, but they also cannot
speak.Source Exalted: The Abyssals, p. 211.
Source: Exalted: The Abyssals

Stifled Cry Exercise


Cost: 1 mote; Mins: Essence 3, Stealth 5; Type: Reflexive
Keywords:
Duration: One turn
Prerequisites: Noiseless Phantom Style

324
The Abyssal picks a target and smothers their voice.Source Exalted: The
Abyssals, p. 211.
Source: Exalted: The Abyssals

Shadow Cloak Technique


Cost: ; Mins: Essence 1, Stealth 3; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites:
This Charm makes the Abyssal exceptionally suited to sneaking through shad-
ows.
This Charm is the Abyssal Mirror of the Solar Charm Easily Overlooked Presence
Method.
Source Manual of Exalted Power: Abyssals, p. 171.
Source: Manual of Exalted Power: Abyssals

Shadow Cloak Technique


Cost: 2 motes per die; Mins: Essence 3, Stealth 5; Type: Simple
Keywords:
Duration: (Stealth) turns
Prerequisites: Noiseless Phantom Style
The Abyssal becomes a solidifed shadow, purchasing dice to aid in Stealth
rolls.Source Exalted: The Abyssals, p. 211.
Source: Exalted: The Abyssals

Unseen Wisp Method


Cost: 4m; Mins: Essence 2, Stealth 5; Type: Simple
Keywords: Avatar (1), Combo-Basic, Spectral
Duration: One hour
Prerequisites: Shadow Cloak Technique
This Charm shunts the Abyssal outside fate and renders her invisible to those
who do not understand the Neverborn’s madness.Source Manual of Exalted Power:
Abyssals, p. 171.
Source: Manual of Exalted Power: Abyssals

Unseen Wisp Method


Cost: 2 motes per turn; Mins: Essence 4, Stealth 5; Type: Simple
Keywords:
Duration: Varies
Prerequisites: Concealing Distraction Discipline
The Abyssal fades into ripples in the air, making hand-to-hand attacks difficult
and ranged attacks nearly impossible.Source Exalted: The Abyssals, p. 211.
Source: Exalted: The Abyssals

325
Shade Walker Prana
Cost: 4m; Mins: Essence 3, Stealth 4; Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: Shadow Cloak Technique
The Abyssal Exalted almost pity those who huddle in the light, believing them-
selves safe while failing to notice the darkness always trailing at their heels. This
Charm may only be activated while the Abyssal is concealed from the notice of all
present beings. Unseen, he steps onto the shadow of another character and spend
four motes to sink into its depths.
So long as the Abyssal commits motes to this Charm, he may ride along inside
of a characters shadow, watching the world while remaining utterly unseen. In this
manner a deathknight may infiltrate the most secure fortresses in Creation, or even
breach Heaven itself, carried in the shadow of those who have every right to be there.
If the Abyssal chooses to terminate his concealment by launching an unexpected
attack at the character whose shadow he is riding, he adds three automatic successes
to his attack roll. If the Abyssal is spotted hiding within a shadow by some means,
he may be targeted normally by striking at the shadow.
A second purchase of this Charm permits the Abyssal to take small, surreptitious
actions while riding in a shadow. Directly attacking other characters or doing anything
so loud or overtly obvious as to draw notice breaks the Charm, but Larceny actions to
pick pockets or steal small objects are usually valid, as might be other stealthy actions
at the Storytellers discretion (such as tipping a drop of poison into a drinking cup).
The Abyssal temporarily hijacks his hosts shadow while performing such actions;
all characters present may make a reflexive (Perception + Awareness) roll against a
difficulty of the Abyssals Stealth rating to notice the unnatural movements of the
ridden shadow.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Oblivion’s Black Banner


Cost: ; Mins: Essence 4, Stealth 5; Type: Permanent
Keywords: Mirror (Hooding the Solar Lantern)
Duration: Permanent
Prerequisites: , Charms:(Ability) Essence Flow (Abyssal) Stealth Essence Flow,
Shadow Cloak Technique
The truest sign of the inevitable void is empty blackness. Even the eerie unlight
of Abyssal anima is too bright, and so Oblivion’s Chosen diminish their soul’s unholy
radiance to avoid offense against the void. This Charm increases by three motes
the thresholds at which the Abyssal’s anima reaches a new degree of manifestation.
Within the Underworld and other places of death, essence is more quiescent, such that
the Abyssal’s anima thresholds are instead raised by ten motes within them. Should
he move into or out of a place of death, the amount of peripheral essence he has spent
is checked against the currently relevant thresholds to determine the behavior of his
anima. However, the Abyssal’s caste mark still appears once he has spent even a single
mote of peripheral essence. In addition, should the Abyssal wish, he may reflexively
flare his anima to any level of manifestation at no cost. An Abyssal with Stealth 6+
may purchase this Charm a single additional time for each dot of Stealth above 5 he

326
has. Additional purchases add five motes to the Abyssal’s anima thresholds, both
within and without places of death. Thus, if an Abyssal has purchased this Charm
two times, his anima thresholds are increased by fifteen motes in a place of death,
and by eight motes outside of one.
Source: The Demented One

Ride the Preys Shadow


Cost: 10m, 1wp; Mins: Essence 4, Stealth 5; Type: Simple
Keywords: Combo-OK
Duration: Indefinite
Prerequisites: , Excellency Any Stealth Excellency, Unseen Wisp Method
The most subtle Chosen of the Void spies and assassins hide in their targets
shadow. They need only to step onto a shadow cast by their target and disappear
into it. Then they go wherever the target goes and they see whatever the target sees,
without being more conspicuous than a shadow.
Stepping into a targets shadow is usually trivial, but there must be a direct shadow
cast the Charm doesnt work in a complete darkness or full light. If the target
wants to avoid the Chosen of the Void, she can dodge her shadow-stepping normally.
Disappearing into the targets shadow is nearly instantaneous, but still obvious to any
witnesses.
When riding a shadow, the Chosen of the Void cannot be noticed by mundane
means. Essence-enhanced senses can notice her presence, but at an external penalty
of -2. The target she is riding must be spotted first, however, so she also benefits
from his stealth. Her identity is masked until she exits the shadow, which counts as
a Miscellaneous action. She is even protected from scrying and other magic effects
targeting her specifically, such as wards, unless they are created by someone of higher
Essence or the sorcerer has a direct Arcane Link to her. The target can unknowingly
carry her through a ward without any effect.
From the shadow, the Chosen of the Void sees everything the target sees, from
his perspective but with her own senses. She may speak from the shadow, but can
otherwise take no direct physical action unless stepping out. Only those that have
perceived her presence might attack her in the shadow, and do so at a difficulty equal
to her Essence. She may dodge normally, but cannot defend herself directly otherwise.
Any damage or effect that requires or forces her to move ejects her from the shadow.
If the target goes to a place where the light is bright and omnidirectional enough to
eliminate all cast shadows she is also ejected. An Exalt displaying an anima banner
at the 16+ motes level specifically counts as perfectly lit. The Chosen of the Void is
also ejected if her flaring anima makes stealth impossible.
If she wishes, the Abyssal can sink further into the shadow, cutting her self off
completely from the world. She perceives nothing and can do nothing except reemerge
later, but is completely undetectable and untouchable. This is a perfect effect.
The shadow of a being with higher Essence than the Abyssal cannot be ridden.
The Charm ends if her anima ignites and makes stealth impossible.
Source: HertzaHaeon

All Men Die Alone


Cost: 4m ; Mins: Essence 4 , Stealth 5 ; Type: Reflexive(Step 1)
Keywords: Illusion, Combo-OK

327
Duration: One Scene
Prerequisites: Atrocity Without Witness
No matter who a man is, or how they have lived, in their final moments they
are always alone. This is the principle this charm seeks to emulate. When the
abyssal launches an attack at a target he may reflexively spend 4m and roll Dexter-
ity+Stealth adding Essence in automatic successes. Anyone with an MDV lower than
the Abyssal’s successes on this roll will, for the remainder of the scene, completely
ignore any combat between the Abyssal and his foe. Cries for help, ignored. The
clash of swords, ignored. Only if the Abyssal himself deliberately involves another
will they realize that a battle is ongoing. At the end of the scene bystanders are
generally shocked and terrified to discover themselves inexplicably surrounded by de-
struction.Naturally, the subject of the attack is immune to this illusion. Anyone else
may spend two points of willpower to resist the illusion, one point if they have an
intimacy towards the victim. Separate uses of this charm are not resisted individually,
negating the illusion once is all someone needs to see through all invocations of this
charm for the scene.
Source: LOOK

Dark Paths Found


Cost: 7m; Mins: Essence 2, Survival 4; Type: Reflexive
Keywords: Combo-OK, Mirror
Duration: Indefinite
Prerequisites: Any Survival Excellency
This Charm allows the Exalt to travel quickly and efficiently through the wilder-
ness. It can not be used to lead groups, but it allows for even faster travel in the
Underworld.
This Charm is the Abyssal Mirror of the Solar Charm Trackless Region Navigation.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Maelstrom-Weathering Indifference
Cost: 10m; Mins: Essence 1, Survival 3; Type: Reflexive
Keywords: Combo-OK, Mirror, Spectral
Duration: Indefinite
Prerequisites:
This Charm allows a deathknight to ignore the environmental hazards and
impediments of the Underworld. With a greater effort of will it may also protect the
Abyssal from the impediments of Creation’s wilderness, though not the truly harmful
hazards therefrom.
This Charm is the Abyssal Mirror of the Solar Charms Hardship-Surviving Men-
dicant Spirit and Element-Resisting Prana.
Source Manual of Exalted Power: Abyssals, p. 150.
Source: Manual of Exalted Power: Abyssals

World-Denying Invincibility
Cost: ; Mins: Essence 4, Survival 5; Type: Permanent
Keywords: Mirror, Spectral

328
Duration: Permanent
Prerequisites: Maelstrom-Weathering Indifference
This Charm lessens the cost of its prerequisite Maelstrom-Weathering Indiffer-
ence.
This Charm is the Abyssal Mirror of the Solar Charm Eternal Elemental Harmony.
Source Manual of Exalted Power: Abyssals, p. 151.
Source: Manual of Exalted Power: Abyssals

Hospitable Ghost Embassy


Cost: 10m or 10m, 1hl; Mins: Essence 5, Survival 5; Type: Simple (Dramatic
Action)
Keywords: Combo-OK, Compulsion, Emotion, Mirror (Life-Sustaining Solar
Shelter), Shaping
Duration: Indefinite
Prerequisites: Maelstrom-Weathering Indifference, Pomegranates Full and Fine
The Underworld is a place of horror and darkness for the mortal peoples of
Creation, but it need not be. They fear death, and so fear its worldly presence, but
that is a prejudice of the living. The Underworld is a place of hope, for there the
living can be reunited with their fallen friends and family, and be shown that death
need not be the end of existence. The Abyssal Exalted are given power to make the
realm of death a more tolerable durance for the living, that they might be drawn
there, and thence into Oblivion. This Charm is a dramatic action to enchant a place
or structure in a place of death as an embassy for the living, requiring one hour. The
Abyssal must make five offerings of blood to mark the boundaries of his benevolence,
requiring that he either pay one lethal health level or sacrifice five living creatures.
Once he has completed the process, he rolls (Intelligence + Survival).
So long as this Charm remains active, the Abyssal’s enchanted domain can sustain
living characters of up to a Magnitude equal to the number of successes rolled. No
environmental hazards of the Underworld will harm those sheltered within, and en-
lightened characters can respire essence normally within the bounds of the domain.
The Abyssal may use a single activation of Pomegranates Full and Fine to provide
enough food for all characters sheltered, setting a fine banquet before them. Roving
undead or plasmic predators will not enter into the domain unless summoned in by
the Abyssal or coerced by other characters.
Living in the Abyssal’s embassy causes characters to develop a reverence for the
Underworld. Those who eat the repast offered by Pomegranates Full and Fine within
this sanctum instantly gain the appropriate Intimacies or lose any conflicting Intima-
cies, rather than the meal counting as a single scene of building or eroding Intimacies.
This enhanced mental influence can be resisted for one Willpower at each meal, re-
ducing it to the usual effects of Pomegranates Full and Fine. In addition, if a living
character sleeps within the sanctum, this Charm exerts a further unnatural mental
influence on them if the Abyssal’s successes on the activation roll exceed their Dodge
MDV. Each subsequent night spent sleeping in the domain cumulatively reduces their
Dodge MDV by one for purposes of defending against this influence.
If a character’s Dodge MDV is exceed by the roll, a Compulsion effect compels
them to heed the laws of the Underworld. Affected characters cannot take actions
that would be considered a transgression against the Void unless they pay three points
of Willpower to resist this influence for one scene. The only transgression allowed to

329
the living is acknowledging their name, for they have not sacrificed it to Oblivion like
the Abyssal Exalted have. Solar Exalted benefit from the usual leniences afforded to
Abyssals when interacting with their Lunar mates. Once a character has resisted this
influence (Essence/2) times, they are freed from it, although this does not stop them
from succumbing to it again if they still keep abode with the Abyssal. Characters do
not realize that this influence is as result of staying in the Abyssal’s domain unless they
have some means of analyzing Charms, although they may recall having extraordinary
dreams of the Underworld when they sleep within it. Characters that are subject to
either of the unnatural mental influences of this Charm are more susceptible to the
Abyssal’s manipulations. So long as the Intimacy or Compulsion remains in place,
they suffer a -3 penalty to their MDVs against any social attack he makes.
A second purchase of this Charm requires Survival 6 and Essence 6, and makes the
Abyssal’s domain irresistible to mortals. Once a mortal character has eaten of the
fare provided by Pomegranates Full and Fine or fallen asleep within the domain, he
cannot leave it unless given permission to leave by the Abyssal. Mortals may pay five
points of Willpower to resist this unnatural mental influence, although wandering out
into the Underworld so weakened is rarely a survivable ordeal. Essence users are also
subject to this Compulsion effect if they fail to resist the influence of either eating
the food or sleeping within the domain, but need only spend two points of Willpower
to resist.
Source: The Demented One

Pomegranates Full and Fine


Cost: 3m; Mins: Essence 2, Survival 5; Type: Simple (5 long ticks)
Keywords: Combo-OK, Emotion, Mirror (Food-Gathering Exercise)
Duration: Instant
Prerequisites: Any Survival Excellency.
The viands of the dead and the meat of spectral beasts do little to sustain
living mortals, though the Abyssal Exalted and other Essence-users have no difficulty
surviving on such pale repast. Still, it is unseemly for a deathknights guests to
starve to death because of their hosts ill-preparedness. This Charm constitutes an
attempt to forage for food in the Underworld, automatically accumulating enough
food to sustain a unit with a magnitude no greater than the Abyssals Essence for a
day. Alternately, it may be activated to prepare a meal of already-located food, in
which case the Charms type becomes Simple (One dramatic action), encompassing
the meals preparation time. This Charm may only be used in the Underworld and in
shadowlands; it will not function in Creation, nor on food originating in Creation.
Food located or prepared with this Charm is fully nourishing to both the living and
the dead. Moreover, each meal of such food counts as a scene spent building an Inti-
macy of fascination toward the Underworld and a second Intimacy toward the Abyssal
who provided the repast. This Intimacy may be of awe, fear, or respectwhichever is
most appropriate to the situation. Should characters who partake of a meal possess
conflicting Intimacies, the meal counts as a scene of work toward eroding those Inti-
macies. Should the Abyssal consume his own prepared meals, he gains no Intimacies;
the food is simply more enjoyable, flavored with a bittersweet mixture of life and
death in perfect equilibrium.
With Essence 3+, the Abyssals repast becomes more potent. This enhancement
is non-optional. Mortals who spend a fortnight eating nothing but the food of the

330
dead enchanted by this Charm become permanently able to consume the fare of
the Underworld and just as permanently unable to draw sustenance from any food
originating in the living world, save for human flesh (food originating in shadowlands
counts as food of the underworld for this purpose). This change is a Shaping effect,
and attempts to reverse the condition treat it as a Wyld mutation.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Death Dealer’s Chance


Cost: 10m,1wp; Mins: Essence 3, Survival 5; Type: Simple (One dramatic
action)
Keywords: Combo-OK
Duration: Instant
Prerequisites: Face-Drinking Bite
This Charm allows the Abyssal to disguise his subject as a ghost. This disguise
includes a forged identity with Underworld-based Influence equal to the Abyssals
Essence. Characters using Charms to examine a subject under the effect of Death
Dealers Chance conclude that he is a ghost (add the Abyssals Larceny in extra dice to
the roll-off). For most intents and purposes, the subject is a ghost: he respires Essence
as a creature of death, is immaterial in Creation, tangible at night in shadowlands,
and so forth. The target does not become a creature of darkness, nor are they subject
to any effects that specifically act upon ghosts, such as the necromancy spell Summon
Ghost.? The subject gains no Arcanoi and may continue to use his own Essence-based
powers, should he have any.
The subject must freely agree to have this Charm used upon him and may not be
magically coerced into giving consent. Upon activation, the Abyssal begins a signature
game of chance with the subject. Sometimes this Charm takes the form of a card
game; other Abyssals prefer a series of riddles; others still roll dice, draw stones, or
engage in challenges stranger still. The process varies from Exalt to Exalt, but always
concludes in three stages. The subject rolls (Wits + a relevant Ability determined
by the Storyteller) against a climbing difficulty in each game: difficulty 1 for the first
game, 2 for the second, and 3 for the third. The Abyssal may not aid or hinder
these rolls in any way. With each successive victory, the target feels himself changing.
First his body grows numb and cold. Second, he begins to see the shadowy vapors
of the dead (if ghosts are present) and hears the whispers of the Neverborn. Finally
he is remade as a ghost and, if in Creation, dematerializes instantly. If, however, the
target fails at any of these rolls, the results may be tragic: Exalts take (Abyssals
Essence) levels of unsoakable lethal damage, while mortals immediately perish. If the
subjects nerve breaks and he abandons the games before the third roll is complete, he
merely forfeits all Willpower. Should the Abyssal depart with the games unfinished,
he instead suffers this fate.
The subject may end this disguise at any time by spending a point of Willpower
and using a Speed 5, DV -2 miscellaneous action to tear away the gauzy Essence
enshrouding him. The disguise otherwise dissipates at the rising of the next full
moon, when Luna smiles to uncover the ruses of ghost and shadow. This occurs
wherever the character may be.

331
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Cannibalistic Empowerment Understanding


Cost: -; Mins: Essence 2, Survival 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites:
Though some of their brethren might find such practices distasteful, practical
Abyssals may learn to renew themselves from even the crudest aspects of death. This
Charm permanently alters the Abyssals feeding capabilities (see Manual of Exalted
Power: Abyssals The Manual of Exalted PowerThe Abyssals, p. 95), permitting the
deathknight to gain Essence by devouring inanimate human corpses. Devouring a
single motes worth of flesh requires a Speed 5, DV -2 miscellaneous action; only one
such action may be placed in a flurry. Once the character has gained her (Stamina
+ Essence) motes in this manner she must wait a full day to digest before this limit
resets and she may feed again. A relatively intact, adult cadaver is worth three motes
of Essence, and usually runs dry of Essence long before the deathknight has consumed
all of its flesh; as a result, most cadavers are still suitable for reanimation even after
serving as fodder through this Charm.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Blood-Feasting Technique
Cost: None; Mins: Essence 2, Survival 2; Type: Special
Keywords:
Duration: Permanent
Prerequisites: Essence Engorgement Technique
This Charm allows the Abyssal to live on a diet of human blood.
Source Exalted: The Abyssals, p. 184.
Source: Exalted: The Abyssals

Fetter the Beast


Cost: 10 motes, 1 Willpower, 1 experience point; Mins: Essence 2, Survival 3;
Type: Simple
Keywords:
Duration: Instant
Prerequisites: Superior Predator Style
The Abyssal forces a beast to submit to her will.
Source Exalted: The Abyssals, p. 185.
Source: Exalted: The Abyssals

Hunter Becomes the Prey


Cost: None; Mins: Essence 2, Survival 3; Type: Special

332
Keywords:
Duration: Permanent
Prerequisites: Superior Predator Style
The Abyssal gains the ability to absorb Essence from fresh animal corpses.
Source Exalted: The Abyssals, p. 186.
Source: Exalted: The Abyssals

Enduring Huntsman Method


Cost: 5 motes; Mins: Essence 1, Survival 3; Type: Simple
Keywords:
Duration: One day
Prerequisites:
This Charm makes the Abyssal resistant to environmental hazards.
Source Exalted: The Abyssals, p. 186.
Source: Exalted: The Abyssals

Underworld Foraging Technique


Cost: 5 motes; Mins: Essence 2, Survival 4; Type: Simple
Keywords:
Duration: One hour
Prerequisites: Enduring Huntsman Method
The Abyssal may consume, and be nourished by, the food of the Underworld.
Source Exalted: The Abyssals, p. 186-187.
Source: Exalted: The Abyssals

Maxe-Unraveling Concentration
Cost: 3 motes; Mins: Essence 2, Survival 4; Type: Simple
Keywords:
Duration: Instant
Prerequisites: Enduring Huntsman Method
This Charm enhances the Abyssal’s ability to navigate mazes or labyrinths.
Source Exalted: The Abyssals, p. 187.
Source: Exalted: The Abyssals

Chained Coffin Approach


Cost: (+3m); Mins: Essence 3, Survival 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Sheltering Interment Prana
It would not do for the Princes of the Grave to sleep with earth for their
pillows. This Charm permanently upgrades Charms:Sheltering Interment Prana its
prerequisite, allowing the Abyssal to pay a 3m surcharge to enhance its effects. As she
descends into slumber, the Abyssal’s Void-tainted Essence irritates the dragon lines of
the world, which condense their Essence into a grim and ominous metal sarcophagus
around the Abyssal, like an oyster forming a pearl. The Abyssal selects the design
aesthetic of her coffin upon purchasing this Charm, and it remains unchanged from

333
that point on. All coffins formed by this Charm have one thing in common, however,
and that is that they incorporate some form of restraints or seals into their design:
a coffin might be wrapped in chains or hastily nailed shut, a giant mortuary urn’s
lid might be sealed under countless prayer tags, a dented and seamless metal sphere
might bear crudely scratched runes of warding and abjuration. Mechanically, the
coffin granted by this Charm is an inanimate object with statistics identical to an
iron statue. The coffin does not impede the Abyssal’s senses in the slightest (as such,
she can theoretically roll Join Battle from within it), but it is opaque to all other
characters’ perceptions, mundane or magical. The Abyssal adds (Essence) automatic
successes to the resisted roll against any effect that would allow another character to
observe its interior.
This Charm is supposed to be used with Golden Demon’s rewrite of Sheltering
Interment Prana
Source: Golden Demon

Wrong Side of the Grave


Cost: ; Mins: Essence 3, Survival 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Chained Coffin Approach
It would have been wise of the Exalted host to leave the Neverborn to their
deathly slumber. Only ruin can come from the waking of such horrors. This Charm
permanently upgrades Charms:Chained Coffin Approach its prerequisite. Whenever
the coffin is breached with an attack or the Abyssal deactivates the Charm, she gains
the option to detonate the coffin, the flying shrapnel creating a one-time environ-
mental hazard with Damage (Essence/2)L, Trauma 2, and a radius of effect of 5
yards.
Source: Golden Demon

Graveyards and Legions Understanding


Cost: (+4m, 1wp); Mins: Essence 4, Survival 5; Type: Permanent
Keywords: War
Duration: Permanent
Prerequisites: Sheltering Interment Prana
All armies come to the grave sooner or later. The black legions of the Abyssal
deathknights, however, can come and go from it as they please. This Charm per-
manently upgrades its Charms:Sheltering Interment Prana prerequisite, allowing the
Abyssal to apply its effects to willing groups of Magnitude no greater than (her
Essence) by paying an additional 4m, 1wp upon activation, provided the unit is com-
posed entirely of creatures of death. When used in this way, the Speed of the Charm
is measured in long ticks. It is also worth noting (where relevant) that troops interred
in this way do not age.
This Charm is particularly spectacular in conjunction with Chained Coffin Ap-
proach, conjuring entire hermetically sealed subterranean tomb-barracks.
This Charm is supposed to be used along with Golden Demon’s rewrite of its
prerequisite.
Source: Golden Demon

334
Old Nightmare Slumber
Cost: ; Mins: Essence 4, Survival 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Sheltering Interment Prana
Like his grim masters, the Abyssal deathknight is never truly gone. When
the people of Creation least expect it, he will return like a childhood nightmare
to bedevil their waking hours and haunt their nights. This Charm permanently
upgrades Charms:Sheltering Interment Prana its prerequisite, increasing its duration
to Indefinite.
This Charm is supposed to be used along with Golden Demon’s rewrite of its
prerequisite.
Source: Golden Demon

Hyena Queen Authority


Cost: 4m; Mins: Essence 2, Survival 2; Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror (Friendship With Animals Ap-
proach)
Duration: Indefinite
Prerequisites:
Every misshapen beast that crowds the misty hills of the Underworld is but a
dribble from the putrefying dreams of the Neverborn. While this Charm is active, the
Abyssal may communicate with plasmic creatures as though they shared a common
language, and all of her social attacks against them become unnatural mental influence
costing 1willpower wp to resist.
Source: Golden Demon

One Beast, Many Mouths


Cost: ; Mins: Essence 3, Survival 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: King of Carrion Method
The Neverborn understand this truth: the pack hunts as one. Though distinct
and separate in their deathly stasis, the fallen titans hate and hunger as one. Levels
of damage inflicted by the Abyssal’s familiars now count as being inflicted by him
directly for the purposes of Abyssal Charms that allow him to regain motes by in-
flicting damage, such as Ravening Mouth of (Ability) or Cannibalistic Empowerment
Understanding.
Source: Golden Demon

King of Carrion Method


Cost: ; Mins: Essence 2, Survival 3; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Superior Predator Style, Cannibalistic Empowerment Under-
standing
This Charm permanently upgrades Cannibalistic Empowerment Understand-

335
ing. The Abyssal’s familiars may now refill their supplementary essence pools by
consuming human flesh as per that Charm, in an explicit exception to the rule on
pool-refilling priority.
Source: Golden Demon

Predator Turned Prey


Cost: – (+3m); Mins: Essence 3, Survival 3; Type: Permanent
Keywords: Mirror, Servitude
Duration: Permanent
Prerequisites: Superior Predator Style
Even the fiercest lions and the most ferocious bears tremble when a deathknight
passes, knowing a predator greater than they. This Charm permanently upgrades
Charms:Superior Predator Style Superior Predator Style, allowing the Abyssal to
choose whether to inflict that Charm’s Compulsion effect, or to force all animals in
his presence to stay and obey him. If he pays a three mote surcharge when activating
Superior Predator Style, any natural animal (including ghosts and plasmic creatures)
that perceives him is automatically affected by an unnatural Servitude effect. They
are compelled to flock to him and to attack his foes, no matter what pain or fear
he (or anything else) might inflict upon them. Animals affected by this Charm will
only respond to commands to kill, maim or otherwise harm or destroy; attempts to
force an animal to do something else will simply result in abject cowering. An animal
affected by this Charm will continue to do the character’s bidding for (the Abyssal’s
Survival) days even if his commands take it out of his presence. After the effects of
this Charm end, the animal dies, overcome with shame and the taint of the Void upon
its soul; these animals always leave ghosts, which the Abyssal may command again
with another use of this Charm if he chooses. If the animal was already dead, it is
simply released from its servitude.
Opposed attempts to convince an animal affected by this Charm to cease its servi-
tude automatically fail unless enhanced by a Charm or other magical effect; an en-
hanced attempt triggers a roll-off of (Charisma + Survival), and the Abyssal adds his
Essence in dice to the roll.
At Essence 4+ this Charm can affect supernatural animals as well if the
deathknight succeeds on a (Charisma + Survival) roll with a difficulty of the ani-
mal’s Essence; however, this Charm can never target a familiar or a Lunar Exalt.
If the Abyssal has purchased Superior Predator Style as a permanent Charm with
the Taint drawback, he must still pay the 3m surcharge in order to invoke the effects
of Predator Turned Prey, but it does not count as a Charm activation.
This Charm is the Abyssal Mirror of the Solar Charm Charms:Lion’s Mighty Sum-
mons Lion’s Mighty Summons.
Source: SataiDelenn

Wisp Light Summons


Cost: 5m; Mins: Essence 4, Survival 5; Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror (Guiding Light Shines On), Obvious
Duration: Indefinite
Prerequisites: Dark Paths Found
The cold fires of the Underworld fascinate even as they terrify. Flaring his anima
into a vast constellation of cold, winking blue flames that surges a mile into the air,

336
the light of the Abyssals display shines through all obstructions and may be dimly
glimpsed from up to (Essence) miles away, or up to (Essence x 5) miles away by a
certain class of individuals the Abyssal defines at the time of this Charms activation.
Possible examples might include Tya,? Yozi cultists,? citizens of Nexus,? Lookshy
helots,? or the wealthy,? with the last example being articulated by the Abyssal in
those terms, and by the Abyssals player as characters with Resources rated four or
higher.?
The Abyssals player rolls (Manipulation + Survival + Essence). Those who see
the Abyssals beacon and whose Dodge MDVs are lower than her successes suffer an
unnatural Compulsion to seek out the source of the light, which may be resisted by
paying two points of Willpower. Those who see the lights and attempt to navigate
toward them automatically succeed, regardless of whether they are compelled to do
so.
At Survival 6+, Essence 6+ the Charm may be activated for a cost of ten motes to
send the beacon burning even higher into the sky, extending the range of its visibility
for those specified to (Essence x 50) miles.
Astrology used within the range of the lights returns only the message THE VOID
HUNGERS.?
This Charm is mirrored by the Solar Charm Charms:Guiding Light Shines On
Guiding Light Shines On.
Source Ink Monkeys, vol. 38
Source: Ink Monkeys

Fetter the Deathless Beast


Cost: 10m; Mins: Essence 3, Survival 3; Type: Simple
Keywords: Touch
Duration: One day
Prerequisites: Superior Predator Style
This Charm allows an Abyssal to materialize his ghostly Backgrounds:Familiar
Familiar in Creation. A deathknight with this Charm may also use it to acquire such
a Familiar when he kills an animal if he does not already possess one.Source Manual
of Exalted Power: Abyssals, p. 150.
Source: Manual of Exalted Power: Abyssals

Surviving the Sunlit Lands


Cost: -; Mins: Essence 3, Survival 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Maelstrom-Weathering Indifference
This Charm renders the Abyssal immune to all environmental damage in the
lands of the dead and expands Maelstrom-Weathering Indifference. See the full text
of the Charm for details.
This Charm is Mirrored by Steadfast Elemental Emperor Stance
Source Glories of the Most High: The Unconquered Sun, p. 28.
Source: Glories of the Most High: The Unconquered Sun

337
Essence Engorgement Technique
Cost: None; Mins: Essence 2, Survival 1; Type: Special
Keywords:
Duration: Permanent
Prerequisites:
This Charm increases the peripheral mote pool of the Abyssal and allows the
deathknight to recover motes by terrorizing people.
Source Exalted: The Abyssals, p. 184.
Source: Exalted: The Abyssals

Infallible Barghest Mien


Cost: 8m, 1wp; Mins: Essence 2, Survival 5; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Haunting Inflection Trick, Dark Paths Found
This Charm allows an Abyssal to track prey unerringly.This Charm is the
Abyssal Mirror of the Solar Charm Unshakeable Bloodhound Technique.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Infallible Barghest Mien


Cost: 8m, 1wp; Mins: Essence 2, Survival 5; Type: Supplemental
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisites: Haunting Inflection Trick, Dark Paths Found
This Charm allows an Abyssal to track prey unerringly.This Charm is the
Abyssal Mirror of the Solar Charm Unshakeable Bloodhound Technique.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Ghost Leaves No Trail


Cost: 5m; Mins: Essence 3, Survival 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Spectral
Duration: Instant
Prerequisites: Enduring Huntsman Method, Infallible Barghest Mien
This Charm allows an Abyssal to evade pursuit and, possibly, ambush those
foolish enough to give chase.This Charm is the Abyssal Mirror of the Solar Charm
Traceless Passage.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Ghost Leaves No Trail


Cost: 5m; Mins: Essence 3, Survival 5; Type: Supplemental
Keywords: Combo-OK, Mirror, Spectral
Duration: Instant
Prerequisites: Enduring Huntsman Method, Infallible Barghest Mien

338
This Charm allows an Abyssal to evade pursuit and, possibly, ambush those
foolish enough to give chase.This Charm is the Abyssal Mirror of the Solar Charm
Traceless Passage.
Source Manual of Exalted Power: Abyssals, p. 149.
Source: Manual of Exalted Power: Abyssals

Superior Predator Style


Cost: 3m (12xp); Mins: Essence 2, Survival 1; Type: Reflexive
Keywords: Combo-OK, Compulsion, Emotion, Taint
Duration: Indefinite
Prerequisites: Infallible Barghest Mien, Any Survival Excellency
This Charm frightens away animals, and may be adopted as a permanent Taint
effect.Source Manual of Exalted Power: Abyssals, pp. 149-150.
Source: Manual of Exalted Power: Abyssals

Superior Predator Style


Cost: 3m (12xp); Mins: Essence 2, Survival 1; Type: Reflexive
Keywords: Combo-OK, Compulsion, Emotion, Taint
Duration: Indefinite
Prerequisites: Infallible Barghest Mien, Any Survival Excellency
This Charm frightens away animals, and may be adopted as a permanent Taint
effect.Source Manual of Exalted Power: Abyssals, pp. 149-150.
Source: Manual of Exalted Power: Abyssals

Superior Predator Style


Cost: 3m; Mins: Essence 2, Survival 1; Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: Indefinite
Prerequisites:
The downside of the flexible minds of the higher races is an annoying tendency
to ignore the hardwired imperatives their Primordial lords thoughtfully provided for
them. Animals are not so afflicted, and can sensibly produce the most appropriate
reaction to the heirs of the Neverborn: absolute, unreasoning terror. While this
Charm is active, all natural animals within (Essence x10) yards of the Abyssal are
afflicted with an Emotion effect of terror that impels them to flee his presence at best
speed. Familiars and other supernaturally loyal or intelligent animals may pay 1wp
to resist this effect for the scene.
Source: Golden Demon

Sheltering Interment Prana


Cost: 5m; Mins: Essence 3, Survival 5; Type: Simple
Keywords: Spectral
Duration: Indefinite
Prerequisites: Maelstrom-Weathering Indifference
With this Charm an Abyssal may bury herself underground without disturb-
ing the earth above her temporary grave and without suffocating.Source Manual of

339
Exalted Power: Abyssals, p. 150.
Source: Manual of Exalted Power: Abyssals

Sheltering Interment Prana


Cost: 5m; Mins: Essence 3, Survival 5; Type: Simple
Keywords: Spectral
Duration: Indefinite
Prerequisites: Maelstrom-Weathering Indifference
With this Charm an Abyssal may bury herself underground without disturb-
ing the earth above her temporary grave and without suffocating.Source Manual of
Exalted Power: Abyssals, p. 150.
Source: Manual of Exalted Power: Abyssals

Sheltering Interment Prana


Cost: 5m; Mins: Essence 3, Survival 5; Type: Simple
Keywords: Mirror (Eye-Deceiving Camouflage), Spectral
Duration: Until dusk
Prerequisites: Dark Paths Found
As those who have gone beyond death, the Abyssal Abyssals may partake of
the hospitality of the grave as friends rather than chattels. Adopting a traditional
posture of burial, she sinks into the earth like a black stain. This Charm is an action
to camouflage the Abyssal that takes place in mere seconds, rather than the minutes
it would normally take. Characters without some form of superhuman sensory acuity
or Essence sight cannot roll to penetrate the camouflage.
The Abyssal does not need to breathe or pass waste while this Charm is active,
nor does her heart beat, but she is also considered Inactive for its duration. The only
non-reflexive actions she may take are entirely telepathic forms of communication,
Whispers visions, and suitably malefic scheming.
While this Charm is active, all divinations other than Whispers visions targeting
the Abyssal automatically fail.
The Abyssal may reflexively deactivate this Charm at any point, re-emerging from
her temporary grave as tracelessly as she entered it (and much faster - she erupts
from the ground between one tick and the next), but is automatically expelled with
the coming of dusk.
This Charm is a Mirror of the Solar Charm Eye-Deceiving Camouflage
Source: Golden Demon

Improvised Assassin’s Trick


Cost: 1m; Mins: Essence 1, Thrown 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisites:
With this Charm, an Abyssal Exalted Abyssal may make deadly Thrown attacks
using ordinary objects.
Source Manual of Exalted Power: Abyssals, p. 132.
Source: Manual of Exalted Power: Abyssals

340
Five Birds, One Stone
Cost: 2m per attack; Mins: Essence 2, Thrown 5; Type: Extra Action
Keywords: Combo-OK, Mirror, Obvious
Duration: Instant
Prerequisites: Aid of Ill Wind
This Charm causes the Abyssal’s weapon to attack multiple targets with a single
throw.
This Charm is the Abyssal Mirror of the Solar Charm Wind Full of Knives.
Source Manual of Exalted Power: Abyssals, p. 132.
Source: Manual of Exalted Power: Abyssals

Wicked Darts of Suffering


Cost: 1m per effect; Mins: Essence 3, Thrown 4; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisites: Any Thrown Excellency, Improvised Assassin’s Trick
This Charm enhances the pain and suffering a successful Thrown attack inflicts.
It can impose a variety of effects, each of which must be learned separately.Source
Manual of Exalted Power: Abyssals, p. 133.
Source: Manual of Exalted Power: Abyssals

Frozen Prayer Entombment


Cost: 3m or 3m, 1wp; Mins: Essence 3, Thrown 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Until broken
Prerequisites: Wicked Darts of Suffering
This Thrown attack encases the target in terrible black ice that drains their
life force away. This Charm can also be used at a discount to produce free-standing
blocks of ice.Source Manual of Exalted Power: Abyssals, p. 133.
Source: Manual of Exalted Power: Abyssals

Radiant Holocaust Flare


Cost: 5m, 1wp; Mins: Essence 4, Thrown 5; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One action
Prerequisites: Crypt Bolt Attack
Levitating on a cushion of evil, the Abyssal gathers power before unleashing it
in a torrent of many Crypt Bolt Attacks.Source Manual of Exalted Power: Abyssals,
p. 135.
Source: Manual of Exalted Power: Abyssals

Horizon-Shattering Attack
Cost: ; Mins: Essence 2, Thrown 5; Type: Permanent
Keywords: Artillery, Mirror
Duration: Permanent
Prerequisites: Any Thrown Excellency, Aid of Ill Wind

341
Near or far, though it gives their servants joy the Neverborn care not how the
deathknights go about causing destruction, mayhem and above all harm. After learn-
ing this Charm the Solar may apply his Thrown Charms to artillery weapon attacks
normally, as per the User:Plague of Hats/Minimal RevisionsKeywords Artillery key-
word, unless the Storyteller decides they could not function in the context of artillery
weapons. Normal rules for Charm use in mass combat still apply.
This Charm is the Abyssal Mirror of the Solar Charm Heaven-Skimming Bom-
bardment.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

No Escape on Broken Legs


Cost: 3m (+1wp); Mins: Essence 3, Thrown 4; Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror (Gilded Binding Nail)
Duration: Instant
Prerequisites: Aid of Ill Wind
There is no greater pleasure than to watch a helpless victim struggling to escape,
and knowing he cannot. This Charm supplements a Thrown attack, causing it to cut
through tendons and shatter bones. If the attack deals any damage, the Abyssal may
spend an additional point of Willpower to hobble their foe, reducing their Move and
Dash speeds to 0, and preventing them from taking any Dexterity-based Athletics
action. They may crawl along the ground at one-tenth of their normal speed. Heroic
characters may spend a point of Willpower to move at half-speed for one action. The
Exalted and other characters with awakened essence recover from this maiming at
the end of the scene. Mortals do not.
Source: The Demented One

Ravening Ghost-Blade Assault


Cost: 4m; Mins: Essence 3, Thrown 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Lawgiver’s Flying Arsenal), Obvious
Duration: One scene
Prerequisites: Hungry Missile Technique
Like crows on the battlefield, the Abyssals blades swoop from his hands to cut
down his foes. Activating this Charm, the Abyssal may infuse up to (Essence x 5)
Thrown weapons with essence, tethering them to his will. His enchanted weapons
float up and hover around him in a cloud of blades, telekinetically suspended until
he chooses to attack. At any time, the Abyssal may reflexively ready a valid weapon
by enchanting it with this Charm and adding it to his arsenal, so long as this does
not cause him to exceed the maximum number of weapons he can wield with it. He
may only telekinetically control weapons that he could lift and wield normally. The
Abyssal may make a Thrown attack with any telekinetically-wielded weapon as if he
were holding it in his hand, sending it flying forwards toward his foe. Once he has
thrown an enchanted weapon, he may activate Hungry Missile Technique at no cost
to recall it as an innate power, which does not count as Charm activation. If he does
not, it falls to the ground, and must be retrieved normally.
Source: The Demented One

342
Blackened Soul Shards
Cost: ; Mins: Essence 4, Thrown 5; Type: Permanent
Keywords: Mirror (Torrent of Inner Light), Obvious
Duration: Permanent
Prerequisites: Aid of Ill Wind, Crypt Bolt Attack, Wicked Darts of Suffering
The Abyssal Exalted assault the world itself with their fury, poisoning it with
hatred and spite. The Deathknight gains the following permanent benefits
When using Aid of Ill Wind, the range of a thrown weapon is multiplied by ten.
With Thrown 6 and Essence 6, the Charm changes a weapon’s range value from yards
to miles.
The Abyssal may activate Crypt Bolt Attack for a cost of zero motes.
If the Abyssal enhances an attack with Wicked Darts of Suffering, he may pay
a surcharge of two motes to allow the attack to ignore Hardness. If he activates
additional effects beyond the first, each mote spent doing so also counts towards
paying this surcharge.
Source: The Demented One

Daggers as Leeches Approach


Cost: 1m; Mins: Essence 3, Thrown 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Spectral, Mirror(Falling Icicle Strike)
Duration: Instant
Prerequisites: Witness Implicating Attack
An Abyssal’s weapons are thirsty for blood, and when they strike from shadows
they are guaranteed a meal. This charm enhances an unexpected thrown attack. The
attack ignores nonmagical soak, and doubles the levels of damage the target receives.
Source: Scarlet Heavens

Flying Bloodthirsty Fangs


Cost: -; Mins: Essence 3, Thrown 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Daggers as Leeches Approach, Ravening Mouth of Thrown
When the Abyssal uses Ravening Mouth of Thrown she feeds off her damage
and after learning this charm her weapons understand and share her hunger. In step
10 of attack resolution in which she hit her target with an unexpected attack enhanced
by either of this Charm’s prerequisites, she may pay 1m to replace her rolled damage
with (Essence) levels. When applied with Daggers as Leeches Approach, this effect
applies before damage is doubled.
Source: Scarlet Heavens

Barbed Oblivion Bite


Cost: -(+6m); Mins: Essence 4, Thrown 5; Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisites: Daggers as Leeches Approach
When the Maw of Oblivion bites at its prey, nothing gets in its way. After
learning this Charm the Abyssal has the option of paying an additional 6 motes when

343
activating its prerequisite in order to make the attack unsoakable. Daggers as Leeches
Approach becomes Obvious when so enhanced.
Source: Scarlet Heavens

Mob Inciting Assassination


Cost: 6m, 1wp; Mins: Essence 3, Thrown 5; Type: Reflecive (Step 10)
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisites: Witness Implicating Attack
A dead body always causes questions to be asked, even if there is no evidence
of attack. Abyssal assassins have thus learned that to get away with murder they
should make sure the questions are directed elsewhere. This charm may be invoked
after a target dies as a result of an attack that cannot be traced back to the Abyssal.
Witnesses with a Dodge MDV less than the attack’s successes are affected by an
unnatural Compulsion duplicating the effects of a partially-controlled Red Rage of
Compassion Limit Break (Exalted, 104). If no one is obviously implicated in the mur-
der, victims have no qualms incriminating anyone they have a distaste for; preferring
those for whom they have negative intimacies first. This influence lasts for the rest
of the scene and costs 2 Willpower to resist. A maximum of (Essence x 10) people
may be under this influence from a single use of the charm.
After a second purchase at Essence 5 the influence duplicates an Uncontrolled
Limit Break, costs 3 willpower to resist, and may affect a magnitude no greater than
her Permanent Essence.
Source: Scarlet Heavens

Shadow Step Execution


Cost: 6m; Mins: Essence 3, Thrown 4; Type: Supplemental
Keywords: Combo-OK, Shaping, Spectral, Obvious
Duration: Varies
Prerequisites: Predator’s Subtle Feint
Relying solely on thrown attacks can be convenient, but consistency becomes a
liability. Using this technique she sets up her killing blow with one or more ranged
attacks, each one meant to pull the target more and more out of form. At the last
moment, as he attempts to defend against her final attack, she strikes, appearing
behind him just long enough to stab him in the back. The implement of her attack
isn’t so important as the intent - she will kill him with this strike, be it with a needle,
a dagger, or by driving her hatred itself through her target.This charm supplements
an attack or flurry of attacks. After her last attack, she appears behind her target
as a shaping effect, and makes an unexpected attack with a pool of (Willpower) plus
an additional (Manipulation) dice for each attack she made against him this action,
that he successfully blocked or dodged, to a maximum of (Essence) attacks, and base
damage of (Conviction + Essence + Attack Successes). After the attack is made she
reappears at her original position. The attack granted by this Charm does not suffer
from multiple action penalties and is not limited by rate nor the number of attacks
granted by an Extra Action Charm.
Source: Scarlet Heavens

344
Stalking the Striker’s hand
Cost: ; Mins: Essence 2, Thrown 3; Type: Permanent (Reflexive Step 2)
Keywords: Mirror (Angle-Tracing Edge)
Duration: Permanent
Prerequisites:
Abyssals are able to keenly sense killing intent when directed at them. This
Charm takes effect when the Abyssal is targeted by an attack, telling him the exact
range and position of the character that made the attack. This does not allow the
Abyssal to see his opponent; instead, his superior throwing skills allow him to calculate
the angle of attack, making a perfect estimation of his assailants position. At Essence
3+, the Deathkight gains a taste for the Essence signature of his attacker; when faced
with more than one opponent whom he cannot see, the Exalt may tell the difference
between them, even if they are constantly changing positions. This does not confer
information about the identity of his attackers; he simply knows them by their attacks,
making it possible to hone in on a particular opponent under changing conditions.
”’Mirror Charm:”’ Angle-Tracing Edge. This Charm is identical to its Abyssal
counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Ten Thousand Thorns


Cost: 1m (+4m +1wp); Mins: Essence 4, Thrown 5; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror (Ten Thousand Thorns), Obvious
Duration: Instant
Prerequisites: Five Birds, One Stone
This Charm enhances a Thrown-based attack. The base use of this Charm costs
1m; it causes the attack to ignore Hardness.
If the attack deals at least one level of damage in Step 10, the Exalt may choose
to spend a surcharge of 4m 1wp. If this is done, weapons forged of Essence, identical
to the Abyssal’s weapon, erupt from the target’s wounds, as a single attack using
the Abyssal’s normal Thrown dice pool and damage; this attack is applied to all
creatures within (Essence x 3) yards. The Essence weapons disappear immediately
after attacking.
The Solar mirror of this Charm is Charms:Blades-like-Sunbeams Approach Blades-
like-Sunbeams Approach.
Source: Vultur10

Boundless Cascade of Gore


Cost: – (+3m); Mins: Essence 5, Thrown 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Ten Thousand Thorns
This Charm is a permanent upgrade to its prerequisite. If the radius attack
effect of that Charm drops a creature below Incapacitated, the Abyssal may spend
an additional three-mote surcharge to cause another radius attack to erupt from that
creature. The Abyssal may not spend this additional surcharge more than (Essence)
times per use of Ten Thousand Thorns.

345
Source: Vultur10

Incomparable Assassin Method


Cost: 2 motes; Mins: Essence 2, Thrown 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites: Hungry Missile Technique
This Charm doubles damage inflicted by a Thrown attack, as well as causes it
to be lethal.
Source Exalted: The Abyssals, p. 172.
Source: Exalted: The Abyssals

Ivory Spine Attack


Cost: 1 mote per needle; Mins: Essence 2, Thrown 4; Type: Reflexive
Keywords:
Duration: Instant
Prerequisites: Aid of Ill Wind
The Abyssal extrudes poisoned bone needles, which can then be thrown.
This Charm also requires Medicine 1.
Source Exalted: The Abyssals, p. 173.
Source: Exalted: The Abyssals

Thousand Needle Torrent


Cost: 12 motes, 1 Willpower, 1 health level; Mins: Essence 3, Thrown 5; Type:
Simple
Keywords:
Duration: Instant
Prerequisites: Ivory Spine Attack
The Abyssal shoots hundreds of bone needles (the same as can be created by
Ivory Spine Attack) from her body, hitting everyone around her.
Source Exalted: The Abyssals, p. 173.
Source: Exalted: The Abyssals

Pitiless Scything Razor


Cost: 7 motes; Mins: Essence 2, Thrown 5; Type: Extra Action
Keywords:
Duration: Instant
Prerequisites: Incomparable Assassin Method, Aid of Ill Wind
The Abyssal’s weapon strikes multiple targets in range.
Source Exalted: The Abyssals, p. 173-174.
Source: Exalted: The Abyssals

Ravening Crimson Chakram


Cost: 6 motes, 1 Willpower; Mins: Essence 3, Thrown 5; Type: Extra Action
Keywords:

346
Duration: Instant
Prerequisites: Pitiless Scything Razor
This Charm duplicates its prerequisite, although the weapon may now strike
the same target multiple times. In addition, the Abyssal regains Essence based on
damage caused.
Source Exalted: The Abyssals, p. 174.
Source: Exalted: The Abyssals

Necrotic Agony Attack


Cost: 2 motes; Mins: Essence 1, Thrown 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Martial-ready, Mirror (Joint-Wounding At-
tack)
Duration: Instant
Prerequisites: , None
It is usually the case that living flesh begins to decay only after the spirit has
departed. Usually. This Charm enhances a Thrown attack, inflicting necrotic decay
on the victim, wracking them with waves of rippling agony that make any action
difficult. This Charm otherwise functions as its Solar Mirror.
Martial-ready: Archery, Martial Arts, Melee
Source: Octopoid

Ghost Strikes from the Shadows


Cost: 1 motes; Mins: Essence 2, Thrown 3; Type: Supplemental
Keywords: Combo-OK, Mirror (Observer-Deceiving Attack)
Duration: Instant
Prerequisites: , None
When a hungry ghost strikes, it is often as surprising to the ghost as to the
victim. Though the Abyssals are more self-aware, this is little comfort to their victims,
whose restless shades are often left wondering what killed them. This Charm functions
identically to its Solar Mirror.
Source: Octopoid

Hangman’s Choked Victim


Cost: 1 mote per action; Mins: Essence 3, Thrown 4; Type: Supplemental
Keywords: Chicanery-No, Combo-OK, Crippling, Martial, Mirror (Mist on Wa-
ter Attack)
Duration: Varies
Prerequisites: , Ghost Strikes from the Shadows
Victims of an Abyssal’s spite are often choked into silence, their screams never
reaching their companions. It is small comfort to them that the Neverborn hear
their screams and laugh. This Charm supplements a Thrown attack, shrouding it in
necrotic Essence that muffles and swallows sound. This Charm is powered by the chill
of the Abyssal’s murderous intent. It will not function if the Abyssal stabs himself or
an ally for the purpose of enjoying enhanced Stealth. In all other ways, it functions
identically to its Solar Mirror.
Martial: Archery
Source: Octopoid

347
One Less Victim
Cost: 1 mote; Mins: Essence 3, Thrown 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Mirror (Falling Icicle Strike)
Duration: Instant
Prerequisites: , Ghost Strikes from the Shadows
Rare is the victim who survives an assault from a cloaked Abyssal. More often,
there is simply one fewer target in Creation. This Charm supplements an unexpected
Thrown attack, cloaking the weapon in Underworld Essence that bites into a subject’s
awareness (or lack thereof) as much as their flesh. In all other ways, it functions
identically to its Solar Mirror.
Source: Octopoid

Witness Implicating Attack


Cost: 3m; Mins: Essence 2, Thrown 3; Type: Supplemental
Keywords: Combo-OK, Shaping, Mirror(Observer Deceiving Attack)
Duration: Instant
Prerequisites: , Excellency Any Thrown Excellency
Apprentice assassins curve and bank their attacks to distance themselves from
accusations. Abyssal’s, however, are no novices when it comes to bloodshed. When
attacking a target the Abyssal chooses someone nearby whom she wants to implicate.
Anyone watching her may make a (Wits + Awareness) roll at a difficulty of (Abyssal’s
Essence) to realize she made the attack. This success requirement decreases by one
each additional time she uses the charm within a scene. Upon releasing her projectile,
it disappears from her fingertips and reappears leaving from her chosen witness, on a
trajectory for her intended target. Characters not watching the Abyssal, other than
the target of the attack, find that they look at the implicated target just as the attack
is made, giving them all the evidence they need to condemn him.This does not effect
an attack’s expected quality. If the Abyssal successfully makes an unexpected attack
while using this Charm bystanders simply have an inkling the implicated character is
at fault.
Source: Scarlet Heavens

Predator’s Subtle Feint


Cost: 3m; Mins: Essence 2, Thrown 3; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisites: , Excellency Any Thrown Excellency
Not every attack is meant to deal damage; some are fodder to make others
stronger. Using flawless guile, she pulls her target in one direction before attacking
from another. This charm subtracts (Manipulation) dice from the pool for her current
attack and adds a like amount of successes to her next attack against the same target
within her current action.
Source: Scarlet Heavens

Aid of Ill Wind


Cost: 3m; Mins: Essence 2, Thrown 2; Type: Supplemental
Keywords: Combo-OK, Mirror

348
Duration: Instant
Prerequisites:
This Charm triples the range of a Thrown weapon. Abyssal Exalted Abyssals
of higher Essence can also ignore distractions to their attack with this Charm.
This Charm is the Abyssal Mirror of the Solar Charm Triple-Distance Attack
Technique.
Source Manual of Exalted Power: Abyssals, p. 132.
errata-fix edition=Secondsource=Scroll of Erratacost=2m
Source: Manual of Exalted Power: Abyssals

Aid of Ill Wind


Cost: 2+ motes; Mins: Essence 2, Thrown 3; Type: Supplemental
Keywords:
Duration: Instant
Prerequisites:
This Charm multiplies the range of a Thrown attack.
Source Exalted: The Abyssals, p. 173.
Source: Exalted: The Abyssals

Burrowing Bone Maggot


Cost: (2m per attack); Mins: Essence 3, Thrown 3; Type: Permanent
Keywords: Avatar (1), Crippling, Mirror, Obvious, Stackable
Duration: Indefinite
Prerequisites: Fluttering Moth Defense, Any Thrown Excellency, Improvised
Assassin’s Trick
Abyssals use this Charm to dissolve an attack as it strikes a foe, saving the
damage it deals for later punishment.
This Charm is the Abyssal Mirror of the Solar Charm Branding Judgment Attack.
Source Manual of Exalted Power: Abyssals, p. 132-133.
Source: Manual of Exalted Power: Abyssals

Burrowing Bone Maggot


Cost: (2m per attack); Mins: Essence 3, Thrown 3; Type: Permanent
Keywords: Avatar (1), Crippling, Mirror, Obvious, Stackable
Duration: Indefinite
Prerequisites: Fluttering Moth Defense, Any Thrown Excellency, Improvised
Assassin’s Trick
Abyssals use this Charm to dissolve an attack as it strikes a foe, saving the
damage it deals for later punishment.
This Charm is the Abyssal Mirror of the Solar Charm Branding Judgment Attack.
Source Manual of Exalted Power: Abyssals, p. 132-133.
Source: Manual of Exalted Power: Abyssals

Hungry Missile Technique


Cost: 1m; Mins: Essence 2, Thrown 2; Type: Reflexive (Step 2)
Keywords: Mirror, Obvious

349
Duration: Instant
Prerequisites: Improvised Assassin’s Trick
This Charm causes a weapon the Abyssal Exalted Abyssal owns to fly to her
hand.
This Charm is the Abyssal Mirror of the Solar Charm Call the Blade (Thrown).
Source Manual of Exalted Power: Abyssals, p. 132.
errata-fixedition=Secondsource=Scroll of Erratacost=-
(1m)type=Permanentkeywords=Merged, Mirror (Call the Blade), Obviousdura-
tion=Permanenttext=The Abyssal may reflexively spend on mote to activate this
Charm as described. He may only call his blade from up to (Essence x 2) yards away
while battle, however.
¡p¿”Merged:” Blade Summoning Gesture (Melee).¡/p¿
Source: Scroll of Errata

Hungry Missile Technique


Cost: 1m; Mins: Essence 2, Thrown 2; Type: Reflexive (Step 2)
Keywords: Mirror, Obvious
Duration: Instant
Prerequisites: Improvised Assassin’s Trick
This Charm causes a weapon the Abyssal Exalted Abyssal owns to fly to her
hand.
This Charm is the Abyssal Mirror of the Solar Charm Call the Blade (Thrown).
Source Manual of Exalted Power: Abyssals, p. 132.
errata-fixedition=Secondsource=Scroll of Erratacost=-
(1m)type=Permanentkeywords=Merged, Mirror (Call the Blade), Obviousdura-
tion=Permanenttext=The Abyssal may reflexively spend on mote to activate this
Charm as described. He may only call his blade from up to (Essence x 2) yards away
while battle, however.
¡p¿”Merged:” Blade Summoning Gesture (Melee).¡/p¿
Source: Scroll of Errata

Lightning Clutch of the Raptor


Cost: 4m; Mins: Essence 2, Thrown 4; Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Mirror
Duration: Instant
Prerequisites: Hungry Missile Technique
Using this Charm allows the Abyssal to snuff out the energy of a ranged attack
and, if it is made with a physical projectile, may grab the item and wield it or throw
it away. More powerful Abyssals can use this Charm to catch Thrown weapons and
toss them back at their attacker.
This Charm is the Abyssal Mirror of the Solar Charm Deft Hands Deflection.
Source Manual of Exalted Power: Abyssals, p. 133.
2.5errata source=Scroll of Erratacost=8m
Source: Manual of Exalted Power: Abyssals

Lightning Clutch of the Raptor


Cost: 4m; Mins: Essence 2, Thrown 4; Type: Reflexive (Step 2)

350
Keywords: Combo-OK, Counterattack, Mirror
Duration: Instant
Prerequisites: Hungry Missile Technique
Using this Charm allows the Abyssal to snuff out the energy of a ranged attack
and, if it is made with a physical projectile, may grab the item and wield it or throw
it away. More powerful Abyssals can use this Charm to catch Thrown weapons and
toss them back at their attacker.
This Charm is the Abyssal Mirror of the Solar Charm Deft Hands Deflection.
Source Manual of Exalted Power: Abyssals, p. 133.
2.5errata source=Scroll of Erratacost=8m
Source: Manual of Exalted Power: Abyssals

Lightning Clutch of the Raptor


Cost: 1 mote (4 motes against area attacks); Mins: Essence 2, Thrown 4; Type:
Reflexive
Keywords:
Duration: Instant
Prerequisites: Hungry Missile Technique
Using this Charm allows the Abyssal to snuff out the energy of a ranged attack
and, if it is made with a physical projectile, may grab the item and wield it or throw
it away.
Source Exalted: The Abyssals, p. 172.
Source: Exalted: The Abyssals

Crypt Bolt Attack


Cost: 4m; Mins: Essence 3, Thrown 4; Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: Improvised Assassin’s Trick
This Charm infuses the Abyssal’s hands with dark power, allowing him to cast
bolts of dark energy at his foes without need of normal Thrown weapons.
This Charm is the Abyssal Mirror of the Solar Charm Spirit Weapons.
Source Manual of Exalted Power: Abyssals, p. 134.
2.5errata source=Scroll of Erratatext=Crypt bolts have Damage 6L. They also
have the Overwhelming tag, with minimum damage 2.
Source: Manual of Exalted Power: Abyssals

Eyes Like Daggers Glance


Cost: ; Mins: Essence 3, Thrown 5; Type: Permanent
Keywords: Avatar (1), Mirror, Obvious
Duration: Permanent
Prerequisites: Crypt Bolt Attack
This Charm makes the deathknight’s Crypt Bolt Attack even more powerful,
and allows the Exalt to shoot his dark energies from his eyes instead of his hands.
This Charm is the Abyssal Mirror of the Solar Charm Fiery Solar Chakram.
Source Manual of Exalted Power: Abyssals, p. 134.

351
2.5errata source=Scroll of Erratacost=-(+1wp)keywords=Mirror (Fiery Solar
Chakram), Obvioustext=Invoking the benefits of this Charm costs an additional point
of Willpower upon activating Crypt Bolt Attack. Doing so grants the Abyssals crypt
bolts the magical material benefits of soulsteel, and adds +2 Accuracy, +2 Damage.
It also raises the minimum damage of the Crypt Bolts to 3.
Source: Manual of Exalted Power: Abyssals

Smoldering Devistation Technique


Cost: -; Mins: Essence 3, Thrown 5; Type: Permanent
Keywords:
Duration: Permanent
Prerequisites: Crypt Bolt Attack
This Charm enhances its prerequisite, raising its damage, lowering its cost, and
having it not count as Charm use. ”See the full text of the Charm for details.”
””’Note:””’ This Charm was developed by Meticulous Owl.
Source Scroll of Exalts, p. 160.
2.5errata source=Scroll of Erratatext=Ignore the innate ability power of this
Charm. Instead, the Abyssals crypt bolts count 10s as two successes on damage
rolls.
Source: Scroll of Exalts

Ebon Death Shroud


Cost: –(+3m) ; Mins: Essence 4 , Thrown 5 ; Type: Permanent
Keywords: Avatar(2), Martial, Obvious, Form-Type
Duration: Permanent
Prerequisites: Eyes Like Daggers Glance
Shadows pour from the Abyssals eyes forming a dark miasma about his body,
it wraps about his arms, legs, and blades, and strangles the air around him. This
make be invoked as an innate improvement to Crypt Bolt Attack for the cost of three
additional motes spent during activation. Doing so causes Crypt Bolt Attack to lose
the Combo-Ok Keyword, and gain the Form-Type Keyword.
This dark miasma grants the abyssal two properties. First, he adds the damage
and accuracy benefits of Eye’s Like Dagger’s Glance to EVERY weapon he wields,
including non-thrown weapons. Second, all his weapons gain the ”reach” tag, with a
range equal to half the range of the Abyssal’s Crypt Bolt Attack.
Source: LOOK

Arise and Slaughter


Cost: 10m, 1ahl; Mins: Essence 3, War 3; Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Mirror, Obvious
Duration: One scene
Prerequisites: Morale-Shattering Method
Using this Charm the deathknight tears out a piece of his own soul to empower
nearby corpses, animating them to fight for him. An Abyssal with sufficient Back-
grounds:Whispers Whispers may activate this Charm as an Charm Keyword Avatar
effect, summoning powerful ghosts from the Underworld to compose his army.
This Charm is the Abyssal Mirror of the Solar Charm Fury Inciting Presence.

352
Source Manual of Exalted Power: Abyssals, p. 135-136.
Source: Manual of Exalted Power: Abyssals

Soul-Numbing Prowess
Cost: ; Mins: Essence 4, War 5; Type: Permanent
Keywords: Mirror, Obvious
Duration: One week
Prerequisites: Hardened Killer Training Style
This Charm enhances its prerequisite, Hardened Killer Training Style, expand-
ing the potential breadth of training. It may also strip soldiers of their empathy
altogether and make them unfalteringly courageous on the battlefield.
This Charm is the Abyssal Mirror of the Solar Charm Legendary Warrior Curricu-
lum.
Source Manual of Exalted Power: Abyssals, p. 137-138.
Source: Manual of Exalted Power: Abyssals

All-Consuming Encirclement
Cost: 8m, 1wp; Mins: Essence 3, War 5; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Until disengaged
Prerequisites: Hive-Mind Horror Tactics, Hardened Killer Training Style
This Charm makes it easier for an Abyssal’s Mass Combat mass combat unit to
surround and crush another unit. Successful use against a unit of mortals may even
replenish the deathknight’s unit if it is composed of the Undead walking dead.Source
Manual of Exalted Power: Abyssals, p. 138.
Source: Manual of Exalted Power: Abyssals

Omnipresent Overlord Technique


Cost: 10m, 1wp; Mins: Essence 5, War 5; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, Servitude, War
Duration: One scene
Prerequisites: Hive-Mind Horror Tactics, Allied in Hate Discernment
While the Abyssal’s body lies quiescent and safely far away, he may use this
Charm to command a Mass Combat mass combat unit without putting himself in
danger on the battlefield.Source Manual of Exalted Power: Abyssals, p. 138.
Source: Manual of Exalted Power: Abyssals

Black Sun Horde


Cost: ; Mins: Essence 5, War 5; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Hive-Mind Horror Tactics
This Charm permanently enhances an Abyssals Hive-Mind Horror Tactics.
While Hive Mind Horror Tactics remains active, the deathknight may use all of his
non-Permanent Charms with the unit normally without a stunt, including Simple and

353
Extra Action Charms. He also regains motes or Willpower from stunts using those
Charms normally, since they are no longer necessary to power the Charms.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Legion-Dispersing Howl
Cost: (+3m); Mins: Essence 4, War 5; Type: Permanent
Keywords: Avatar (1)
Duration: Instant
Prerequisites: Morale-Shattering Method
Terrifying even the most hardened warrior, the deathknight lets loose an un-
earthly moan that drowns out all other sounds and carries across the largest bat-
tlefield. This Charm permanently enhances the Exalts Morale-Shattering Method,
changing the difficulty to resist to three no matter the target units Magnitude. The
deathknight may pay an additional three motes when activating the Charm to change
its type from Simple to Reflexive.
User:Plague of Hats/HundredfoldCharm
Source: Plague of Hats

Graveyard-Filling Onslaught
Cost: 5m (+1wp per dot of Magnitude); Mins: Essence 4, War 5; Type: Reflex-
ive (Step 8)
Keywords: Combo-OK, Mirror (Blazing Sun Victory), Obvious, War
Duration: Instant
Prerequisites: Glorious Carnage Typhoon
The Deathknights number only one solitary hundred against the hundreds of
Celestial Exalted, the thousands of Terrestrial Exalted, and the billions upon billions
of mortals who would stand against them. It is almost a shame Creations defenders
do not number more, that there might be some challenge to slaughtering them. This
Charm can enhance any attack made against a Magnitude 3+ complementary unit,
provided the Abyssal fights as a solo unit. If the attack would deal any levels of
lethal damage to the unit, the Abyssal may instead spend up to (Essence) points of
Willpower. The unit loses points of Magnitude equal to the amount of Willpower
spent as the Deathknight cuts down rank after rank of soldiers with grotesque bru-
tality.
Source: The Demented One

Blood-Bathed Battlefield
Cost: 3m; Mins: Essence 1, War 3; Type: Reflexive
Keywords: Combo-OK, Mirror (Inescapable Flanking Tactic), War
Duration: Instant
Prerequisites: Dread Warlord Stratagem
When Creation’s armies march against the dead, there can be no honor on the
battlefieldonly a futile hope for survival. The Abyssal may reflexively invoke this
Charm whenever an enemy complementary unit attempts to disengage from combat
with a unit they lead, adding their (Essence) to the difficulty of the enemy’s roll to
successfully break away.

354
Source: The Demented One

Shards of Broken Courage


Cost: 3m, 1wp; Mins: Essence 3, War 5; Type: Reflexive
Keywords: Combo-OK, Emotion, Mirror (Courage-Shattering Clarion), War
Duration: Instant
Prerequisites: , Morale-Shattering Method
The Deathknights relish the cowardice of the living, the fear that sends their
victims running. They enjoy the chance to stalk and hunt their fleeing prey. Whenever
an enemy unit is forced to check for rout as a result of the Abyssals actions or
Charms, he may activate this Charm, casting an overwhelming aura of doom over
his enemies. They automatically fail the roll to resist rout, and are treated as having
rolled no successes for determining how many dots of Magnitude they lose. The unit’s
commander may spend 5 points of Willpower to resist this unnatural mental influence,
although the unit is still subject to normal rout. Each point of Drill possessed by
the enemy unit reduces the Willpower cost to resist by one, to a minimum of one
Willpower. Units with perfect Morale can never be affected by this Charm.
Source: The Demented One

Ripping Out Creation’s Heart


Cost: 15m, 1wp; Mins: Essence 5, War 5, Whispers 3; Type: Simple
Keywords: Avatar (3), Combo-Basic, Obvious, War
Duration: One scene
Prerequisites: Arise and Slaughter
When blood washes the earth of Creation, Gaia weeps. When the Abyssal
Exalted assault the very heart of the Verdant Mother with their blades, she screams.
As the Abyssal activates this Charm, the sky itself darkens, an ominous portent
of horrors yet to come. For the rest of the scene, whenever a complementary unit
primarily made up of living characters suffers Magnitude loss from being dealt lethal
damage, a massive black crack appears in the sky, a rift in the fabric of Creation. At
any time, the Abyssal may reflexively break their commitment to this Charm, causing
the cracks in the shattered sky to vomit forth a torrent of blood before closing in on
themselves. As the blood seeps deep into the earth, a shadowland opens, with a
radius of 500 yards for each rift gouged in the sky, to a maximum radius of ten miles.
Source: The Demented One

Black Brand of the Deathknight


Cost: 7m; Mins: Essence 3, War 4; Type: Reflexive
Keywords: Combo-OK, Mirror (Golden Legion Battle-Glory), War
Duration: One scene
Prerequisites: , Morale-Shattering Method
Shouting a harsh blasphemy as a battle cry and raising his fist into the air,
the Abyssal marks his unholy legions with the sigil of Oblivion itself. A black mark
is seared into the brow of each man and monster he commands, the dead sun of
the Dusk Caste. The Abyssal may only activate this Charm while he commands a
mass unit that is entirely made up of creatures of darkness. If the Abyssal receives
any automatic successes on an attack roll due to his units Magnitude, the number

355
of successes he receives is increased by three. Likewise, if he inflicts a penalty on an
attack roll made against his unit due to its Magnitude, the penalty is increased by
three.
Source: The Demented One

Shambling Zombie Parade


Cost: 7m, 1wp; Mins: Essence 3, War 5; Type: Extra Action
Keywords: Combo-OK, Mirror (Lightning Flash Strategy), Obvious. War
Duration: Instant
Prerequisites: Dread Warlord Strategm, Hive-Mind Horror Tactics
The armies of Oblivion cannot afford a slow and sluggish march. Every walking
corpse, every war-ghost must move in perfect unison, yoked to their will of their dark
overlords. The Abyssal may only activate this Charm if he commands a mass unit of
Magnitude 3+ that is made up entirely of creatures of darkness. It provides a magical
flurry of (Charisma + War) actions made at the Abyssal’s full dice pool. The flurry
may consist of any combination of attacks and War-based actions. The Deathknight
cannot direct more attacks at a single complementary unit than the unit’s Magnitude,
and cannot attack solo units or individual characters within a unit at all. The magical
flurry ignores rate, and has a Speed and DV penalty equal to the highest single value
of any action in the flurry.
Source: The Demented One

Sun Sinks into Darkness


Cost: 5m; Mins: Essence 3, War 5; Type: Reflexive (Step 2)
Keywords: Combo-OK, Leader, Mirror (Legion-Defending Guardian Spirit), Ob-
vious, Spectral
Duration: Instant
Prerequisites: Dread Warlord Stratagem
The Abyssal’s anima flares a light-annihilating black, collapsing into a mael-
strom that consumes all light and energy, shunting it into the inevitable descent of
Oblivion. This Charm acts as a perfect parry against any attack or environmental ef-
fect of which the Abyssal is aware, even those that are unblockable. If the same attack
targets other characters within (Essence x 50) yards of the Abyssal, he may extend
this defense to them as well. If he leads a mass unit, all members are defended by
this Charm. This Charm possesses one of the Four Flaws of Abyssal Invulnerability.
Source: The Demented One

Cry Havoc
Cost: 4 motes (1 Resonance); Mins: Essence 2, War 3; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Crippling, Emotion, Mirror (Let Slip the
Dogs of War), War
Duration: One scene
Prerequisites: , Any War Excellency
Horror is the Abyssals armor, mortification his sword. Those who face him and
his shambling hordes on the field of battle often flee before a single drop of blood
has been shed. When activated, this Charm applies an external penalty to the Join
War rolls of all participants except the Abyssal himself. This penalty is equal to the

356
Whispers rating of the Abyssal, and applies to friend and foe alike. The Abyssal may
exempt up to (Essence) units from this effect, but the Neverborn inflict one Resonance
on him for his temerity. This is a fear-based Emotion effect.
Source: Octopoid

Legion-Murdering Rampage
Cost: 8m, 1wp; Mins: Essence 6, War 6; Type: Reflexive
Keywords: Combo-OK, Mirror (In Doubt of Legions Spirit), War
Duration: One scene
Prerequisites: Glorious Carnage Typhoon
As shadowlands blight the face of Creation and the Abyssal Exalted go forth
to conquer, the heroes of the world unite in arms against them. Great heroes rally
soldiers to them, the forces of all the world massing in rank upon rank to stand fast
against the world-killing weapons loosed against it. The Abyssal Exalted see this, and
think it a favor done to them, for all their victims now stand in a single place. This
Charm may only be activated while the Abyssal fights as a solo unit. All attacks he
makes against complementary units gain bonus successes equal to the (Total aggregate
Magnitude of opponents facing her on the battlefield - attacked unit’s Might). His
attack also ignores any bonuses that would be added to a unit’s DVs due to their
formation.
Source: The Demented One

Murder Teaches Murder


Cost: 2m; Mins: Essence 3, War 5; Type: Simple (Dramatic Action)
Keywords: Mirror (Sun’s Righteous Lieutenants), Stackable, Obvious
Duration: Indefinite
Prerequisites: Hardened Killer Training Style
The Abyssal Exalted recruit armies from the ranks of living and dead alike,
hardening the hearts of mortal soldiers and corrupting the souls of their war-ghosts.
Those who have been corrupted by the Deathknights leadership inflict the same abuse
on their underlings. This Charm is a dramatic action spent discussing martial tac-
tics and strategy with another character, requiring that the Abyssal spend at least
five minutes in conversation. The Abyssal chooses a single trait that he is capable
of training with Hardened Killer Training Style, and endows the character with su-
pernatural skill when teaching others that trait. This supernatural skill also comes
with an Intimacy of hateful contempt for anyone that the character might teach. His
education is one of soul-numbing abuse and hateful degradation, but it is effective in
turning out murderers and killers.
So long as this Charm remains active, the character can train others in the chosen
trait as if he were using Hardened Killer Training Style. He need not spend any motes
or Willpower to do so. Because the character carries only a shard of the Abyssals
depravity, training his students requires him to hold classes for five hours on each
day for a month. Otherwise, his tutelage carries all the benefits and restrictions
of Hardened Killer Training Style, except that it does not raise the Drill of trained
units. This training still poisons Intimacies, as usual. If the chosen character has
other Charms or effects that allow him to train characters’s trait ratings, he adds the
chosen trait to the list of those that can be trained, though he is still subject to the

357
other limits and restrictions of the effect he uses. The Abyssal can stack multiple
activations of this Charm to allow a single character to train others in many traits,
although they cannot train more than one at a time.
If the Abyssal has Soul-Numbing Prowess, characters endowed by this Charm can
also train students to reject their humanity, causing them to become creatures of
darkness and gain the usual benefits and disadvantages conferred by that Charms
special training. A second purchase of this Charm requires War 6 and Essence 6, and
allows the Abyssal to choose up to (Essence) characters with a single activation of
this Charm. He may choose a different trait for each character he enlightens, allowing
him to create a staff of merciless officers capable of teaching a full curriculum of skills.
Source: The Demented One

Vermillion Plague Conscription


Cost: 10m,1wp; Mins: Essence 4, War 5; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisites: Arise and Slaughter
The cause of death must be championed, whatever the cost. Where support
flags amongst the living, the Abyssal general wields the power to change a mortals
perspective. Upon activating Vermillion Plague Conscription, the Abyssal may begin
to rectify this situation. A haze of bright murder tinges the Abyssals anima with the
ruby specks of a blood splatter. For the rest of the scene, whenever the deathknight
slays a living mortal, that mortal immediately rises as a loyal Characters:Zombies
zombie and begins to follow the deathknights orders. The Abyssal may create up to
(Essence x 5) zombies in this manner within the course of a scene. Zombies created in
this fashion retain their animation and their loyalty to the deathknight even after the
motes committed to Vermillion Plague Conscription have been released. At Essence
5+, the character may purchase this Charm a second time to increase the number of
zombies he may create to (Essence x 10).
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/08/22/ink-
monkeys-vol-29-children-of-the-grave.aspx Ink Monkeys, Volume 29
Source: Ink Monkeys

Ash Child’s Requiem


Cost: ; Mins: Essence 3, War 4; Type: permanent
Keywords: Mirror (Dawn King’s Strife), Native
Duration: Permanent
Prerequisites: Splinter of the Void, Ever-Ready Killer’s Tools
All too soon, the world shall know the futility of opposing the blades of the Dusk
Caste Children of Ash, and they know that there is nothingin Creation or beyondthat
is not a weapon in the hands of the Dusk Caste. The character may cross-apply his
Archery, Martial Arts, Melee, Thrown and War Excellency Excellencies. For ex-
ample, the Abyssal might use his Charms:First (Ability) Excellency (Abyssal) First
War Excellency to organize a coordinated attack upon a Solar Exalt, and then in
the very next tick use that Excellency to boost his Melee Parry DV against the law-
givers attack. This benefit also applies to the characters Charms:Infinite (Ability)
Mastery (Abyssal) Infinite Mastery, Charms:(Ability) Essence Flow (Abyssal) (Abil-

358
ity) Essence Flow, and Charms:Supreme Perfection of (Ability) (Abyssal) Supreme
Perfection of (Ability) Charms for the aforementioned Abilities. It is specifically
incompatible with Apocalyptic Evolution of (Ability).
”’Mirror Charm:”’ Dawn King’s Strife (Prerequisite: Elegant Dance of Bow and
Blade). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Ash Child’s Requiem


Cost: ; Mins: Essence 3, War 4; Type: permanent
Keywords: Mirror (Dawn King’s Strife), Native
Duration: Permanent
Prerequisites: Splinter of the Void, Ever-Ready Killer’s Tools
All too soon, the world shall know the futility of opposing the blades of the Dusk
Caste Children of Ash, and they know that there is nothingin Creation or beyondthat
is not a weapon in the hands of the Dusk Caste. The character may cross-apply his
Archery, Martial Arts, Melee, Thrown and War Excellency Excellencies. For ex-
ample, the Abyssal might use his Charms:First (Ability) Excellency (Abyssal) First
War Excellency to organize a coordinated attack upon a Solar Exalt, and then in
the very next tick use that Excellency to boost his Melee Parry DV against the law-
givers attack. This benefit also applies to the characters Charms:Infinite (Ability)
Mastery (Abyssal) Infinite Mastery, Charms:(Ability) Essence Flow (Abyssal) (Abil-
ity) Essence Flow, and Charms:Supreme Perfection of (Ability) (Abyssal) Supreme
Perfection of (Ability) Charms for the aforementioned Abilities. It is specifically
incompatible with Apocalyptic Evolution of (Ability).
”’Mirror Charm:”’ Dawn King’s Strife (Prerequisite: Elegant Dance of Bow and
Blade). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Ever-Ready Killers Tools


Cost: ; Mins: Essence 2, War 3; Type: Permanent
Keywords: Mirror (Elegant Dance of Bow and Blade)
Duration: Permanent
Prerequisites:
There is no such thing as an unprepared Abyssal warrior. Effortlessly changing
tactics to suit the shifting battlefield, the Deathknight easily keeps pace with the
desperate stratagems of his opponents. The Abyssal may reflexively change which
weapon he has readied without the need of a miscellaneous Draw/Ready Weapon
action. For example, the Deathknight could hurl a readied throwing knife into one
opponent, reflexively ready his bow, shoot a second opponent, and then pay one mote
to reflexively switch to a slashing sword to finish off a third opponent, all in the span
of a single flurry. Each shift per action after the first costs one mote.
”’Mirror Charm:”’ Elegant Dance of Bow and Blade. This Charm is identical to
its Abyssal counterpart.

359
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Manifold Murder Arts


Cost: - (1m, 1wp); Mins: Essence 3, War 4; Type: Permanent
Keywords: Mirror (Supreme Martial Instinct), Native
Duration: Permanent
Prerequisites: Ever-Ready Killer’s Tools
Abyssals of the Dusk Caste are the ultimate warriors, allowing an uncanny
instinct for battle to inform their every action. Infusing his battle arts with Essence,
the Deathknights comprehension of combat becomes holistic; his knowledge of an
arrows proper trajectory may guide the path of his sword, and the instinct that turns
his fist into a deadly weapon will continue to serve him when guiding knives into the
vitals of his enemies. By paying one mote and one Willpower, the Abyssal raises
his ratings in Archery, Martial Arts, Melee, Thrown and War to the value of the
highest rating among any of those five Ability Abilities until his DV refreshes. This
is considered a natural increasefor example, if the Abyssal had Dexterity 5, Melee 5,
and Archery 1, he would be considered to have Archery 5, and would be able to add
up to ten dice to his Dexterity + Archery dice pools. Moreover, the Abyssal may use
the First, Second, or Third Excellencies of his highest-rated Ability to enhance any
of those five Abilities until his DV refreshes.
”’Mirror Charm:”’ Supreme Martial Instinct (Prerequisite: Elegant Dance of Bow
and Blade). This Charm is identical to its Abyssal counterpart.
Source http://forums.white-wolf.com/cs/blogs/freelancers/archive/2010/09/01/ink-
monkeys-vol-32-the-dawn-solution-part-i.aspx Ink Monkeys, Vol 32
Source: Ink Monkeys

Dread Warlord Stratagem


Cost: -; Mins: Essence 2, War 3; Type: Permanent
Keywords: Mirror
Duration: Permanent
Prerequisites: Any War Excellency
This Charm allows the character to enhance the actions of his military unit
with his War Excellency. See the text of the Charm for full details.
The Solar mirror to this Abyssal Charm is known as Shining General Puissance.
Source Thousand Correct Actions of the Upright Soldier, p. 81.
Source: Thousand Correct Actions of the Upright Soldier

Seething Slave Tendrils


Cost: 5m, 1wp; Mins: Essence 4, War 4; Type: Supplemental
Keywords: Combo-OK, Mirror (Rank-Commanding Victory Sign), War
Duration: Instant
Prerequisites: , Excellency Any War Excellency, Arise and Slaughter
Letting tendrils of his poisonous thoughts brush against the minds of his undead
hordes, the Deathknight commands them into battle. This Charm can enhance any

360
action to rally a complementary unit made up of creatures of darkness in mass combat.
The action is enhanced in one of multiple ways, depending on what the Solar attempts
to achieve with the action.
If he rallies for organization, success allows him to promote any number of char-
acters. In addition, he may promote characters to the role of hero or sorcerer, in
addition to that of relay.
If he rallies for numbers, success adds two dots to his unit’s Magnitude, if allied
characters are present in sufficient numbers to bolster his ranks.
If he rallies for a second wind, success restores all lost point of Endurance. In
addition, the unit also gains an additional (Essence) Endurance above and beyond
their normal maximum. These bonus Endurance points are lost before regular ones,
and fade at the end of the scene or if the Solar abandons command of the unit. No
matter how many times the Abyssal uses this Charm, he can never raise a unit’s total
Endurance above (Drill + Stamina +Essence) with it.
Source: The Demented One

Hive-Mind Horror Tactics


Cost: 10m, 1wp; Mins: Essence 3, War 5; Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisites: Arise and Slaughter
This Charm makes it extremely easy for an Abyssal to command a Mass Combat
mass combat unit of Creature of Death creatures of Death, but the unit becomes
dependent on the deathknight’s presence to function.Source Manual of Exalted Power:
Abyssals, p. 136.
Source: Manual of Exalted Power: Abyssals

Essence Engorgement Technique


Cost: ; Mins: Essence 3, War 5; Type: Permanent
Keywords: Mirror (Immanent Solar Glory), Native, Obvious
Duration: Indefinite
Prerequisites:
This Charm is available in Lore, Performance, Larceny and Bureaucracy Abil-
ities. Each purchase of this Charm from any Ability counts towards the maximum
total of (Essence) purchases. This errata applies equally to the Solar Mirror.
== Original Second Edition Version ==
2eAbyCharm
name=Essence Engorgement Technique
trait=Lore
source=Manual of Exalted Power: Abyssals
cost=
min=5
essence=3
type=Permanent
keywords=Mirror (Immanent Solar Glory), Obvious
duration=Indefinite
pcX=Any Lore Excellency

361
text=This Charm increases the peripheral mote pool of the Abyssal, and allows
the deathknight to recover motes by terrorizing people.
Source Manual of Exalted Power: Abyssals, p. 157.Category:Charms with Errata
Source: Ink Monkeys

Morale-Shattering Method
Cost: 7m, 1wp; Mins: Essence 2, War 3; Type: Simple (Speed 3 in long ticks)
Keywords: Combo-OK, Mirror, Social, War
Duration: Instant
Prerequisites: Enduring Huntsman Method
With this Charm the Abyssal frightens away mobs or armies with her contempt
and unnerving behavior.This Charm is the Abyssal Mirror of the Solar Charm Mob-
Dispersing Rebuke.
Source Manual of Exalted Power: Abyssals, p. 135.
Source: Manual of Exalted Power: Abyssals

Morale-Shattering Method
Cost: 7m, 1wp; Mins: Essence 2, War 3; Type: Simple (Speed 3 in long ticks)
Keywords: Combo-OK, Mirror, Social, War
Duration: Instant
Prerequisites: Enduring Huntsman Method
With this Charm the Abyssal frightens away mobs or armies with her contempt
and unnerving behavior.This Charm is the Abyssal Mirror of the Solar Charm Mob-
Dispersing Rebuke.
Source Manual of Exalted Power: Abyssals, p. 135.
Source: Manual of Exalted Power: Abyssals

Glorious Carnage Typhoon


Cost: 5m, 1wp; Mins: Essence 3, War 3; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisites: Withering Dirge, Heart-Sculpting Oration, Any War Excellency
With this Charm a lone Abyssal may slaughter entire armies with relative
ease.Source Manual of Exalted Power: Abyssals, p. 136.
Source: Manual of Exalted Power: Abyssals

Glorious Carnage Typhoon


Cost: 5m, 1wp; Mins: Essence 3, War 3; Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Instant
Prerequisites: Withering Dirge, Heart-Sculpting Oration, Any War Excellency
With this Charm a lone Abyssal may slaughter entire armies with relative
ease.Source Manual of Exalted Power: Abyssals, p. 136.
Source: Manual of Exalted Power: Abyssals

362
Hardened Killer Training Style
Cost: 10m, 2wp; Mins: Essence 3, War 4; Type: Simple (Dramatic Action)
Keywords: Mirror, Obvious, Touch, Training
Duration: One week
Prerequisites: Unfurling Iron Lotus, Arise and Slaughter, Glorious Carnage Ty-
phoon
This Charm is a vicious training regimen that strips the positivity from soldiers
while preparing them to serve as elite troops.This Charm is the Abyssal Mirror of the
Solar Charm Tiger Warrior Training Technique.
Source Manual of Exalted Power: Abyssals, p. 137.
Source: Manual of Exalted Power: Abyssals

Hardened Killer Training Style


Cost: 10m, 2wp; Mins: Essence 3, War 4; Type: Simple (Dramatic Action)
Keywords: Mirror, Obvious, Touch, Training
Duration: One week
Prerequisites: Unfurling Iron Lotus, Arise and Slaughter, Glorious Carnage Ty-
phoon
This Charm is a vicious training regimen that strips the positivity from soldiers
while preparing them to serve as elite troops.This Charm is the Abyssal Mirror of the
Solar Charm Tiger Warrior Training Technique.
Source Manual of Exalted Power: Abyssals, p. 137.
Source: Manual of Exalted Power: Abyssals

Cost: —; Mins: Essence 2, War 3; Type: permanent


Keywords: —
Duration: Permanent
Prerequisites:
Oblivion is always waiting; oblivion is always ready. When it is time for the
void to swallow the world, it will strike without hesitation. Whenever the Abyssal
with this charm initiates a Join Battle or Join War roll, they gain two extra successes.
Source: TheHoverpope

363

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