Craft
Charms
Fault-Finding Scrutiny
Cost: 4 motes
Duration: Instant
Type: Simple
Minimum Craft: 3
Minimum Essence: 2
Prerequisite
Charms: None
By attuning her gaze to the seeds of
entropy in all things, an Abyssal using this Charm can perceive the weak points
of any inanimate object. Fracture lines and hidden cracks appear stained oily
black, while even the slightest traces of rot or rust glow hideous shades of
brown and red. With this knowledge, characters may exploit or repair the flaws
they find with greater facility.
Characters attempting to repair faults
identified with this Charm may double any Craft-related dice pool to do so.
However, such repairs require the same effort, time and tools as normal.
Similarly, characters attacking a scrutinized object's weak points count extra
successes twice for the purpose of determining damage with their first strike. Subsequent
attacks do not receive this bonus unless the character uses Fault-Finding
Scrutiny to reevaluate the object's weaknesses.
(Material) Withering
Method
Cost: 5 motes
Duration: Instant
Type: Reflexive
Minimum Craft: 3
Minimum Essence:
2
Prerequisite
Charms: Fault-Finding
Scrutiny
The Exalt channels corrosive Essence
directly into an object, triggering rapid decay. (Material) Withering Method is
actually three separate Charms, each encompassing a different substance: wood,
metal and stone.
Although the three versions decay their
respective material differently — rotting, rusting or crumbling as appropriate
— the final result is the same: The object disintegrates to nothing within
seconds. This Charm can only be used on objects the size of a large weapon or a
single suit of armor, (Material) Withering Method has no effect on enchanted
items, including those made from or reinforced by the Five Magical Materials.
All versions of this Charm have a range of (the Abyssal's permanent Essence x
10) yards and may only be used once per turn.
Decay Resistance
Preparation
Cost: 10 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Craft: 4
Minimum Essence: 2
Prerequisite Charms: Fault-Finding
Scrutiny
This Charm makes an object highly
resistant to natural and unnatural forms of decay, including corrosion, rust, rot
and even simple weathering. For ordinary wear and tear, treated objects endure
at least 10 times as long as untreated counterparts. Against more aggressive
causes of decay, such as acid baths or bolts of raw entropy, treated objects
have double the usual soak or resistance dice pool. Although this enhancement
is permanent, it only protects against decay. Treated objects have no
additional resilience against other sources of damage and may be cut, burnt or
otherwise broken as easily as normal. This Charm does not work on living
beings.
Bone Graft Technique
Cost: 10 motes
Duration: Instant
Type: Simple
Minimum Craft: 4
Minimum Medicine: 2
Minimum Essence: 2
Prerequisite Charms: Decay Resistance
Preparation, Flesh-Mending Discipline
With this Charm, an Abyssal can fashion
prosthetics of iron and carved bone and affix them to living flesh as replacements
for missing limbs. The Exalt must first build the actual prosthesis, which
requires a number of creation rolls as outlined in Exalted, usually using Craft
(Necrosurgery). If successful, the character can use this Charm to join the
implant with its host. The recipient must commit Essence (or Willpower, in the
case of mortals) to attune the device to her life force. Generally, a hand
requires 3 motes or 1 point of Willpower, while a full arm requires 5 motes or
2 Willpower. Entire legs can take as many as 8 motes or 3 Willpower. So long as
the cost remains attuned, the prosthesis behaves entirely as its organic
counterpart. Owing to their sturdy construction, prosthetics designed with this
Charm have a +2L/2B soak against damage of any sort.
Form-Restoring Touch
Cost: 10 motes, 1 Willpower, one lethal
health level
Duration: Instant
Type: Simple
Minimum Craft: 5
Minimum Essence: 3
Prerequisite Charms: All three (Material)
Withering Method Charms, Decay Resistance Preparation
This Charm allows a character to repair
any broken object, so long as some fragment remains. The character must spend a
number of hours working on the object equal to (10 - her permanent Essence),
while she painstakingly joins shards and binds them with wisps of memory
dredged from the winds of the Underworld. This Charm cannot remake intangible
items (such as broken promises) or restore objects more yards in radius than
the character's permanent Essence. Form-Restoring Touch can repair items of
First Age manufacture but can do nothing to mend those whose magic has fled or
been exhausted.