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.

Hosted by www.Geocities.ws

1