Melee Charms

 

Furious Blade

Cost: 1 mote per die

Duration: Instant

Type: Supplemental

Minimum Melee: 1

Minimum Essence: 1

Prerequisite Charms: None

Enveloped in a corona of roiling darkness, the Abyssal's weapon moves with predatory zeal to cut down enemies. The character may add one die to a single attack for every mote spent but cannot more than double his Dexterity + Melee dice pool.

 

Savage Shade Style

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Furious Blade

With this Charm, the Abyssal focuses fury and Essence through his weapon to strike horrible rending blows. The character makes his attack as normal, but successes count twice for the purposes of determining damage. This Charm must be invoked before making the attack roll.

 

Artful Maiming Onslaught

Cost: 5 motes

Duration: Instant

Type: Supplemental

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Savage Shade Style

Striking with cruel precision, an Abyssal with this Charm aims his blow to sever limbs and mutilate his opponent. Add the Abyssal's Dexterity to the damage of his attack, but this attack has a difficulty of at least 3. Severing an arm or leg (or tentacle or similarly sized appendage) is difficulty 3 and requires the Exalt to inflict at least two health levels of damage after soak.

Severing a hand or putting out an eye increases the attack difficulty to 4 but only requires a single level of damage. Regardless of the actual damage rolled, the Abyssal's strike only inflicts the minimum levels necessary for the maiming. Thus, a character who rolls five health levels of damage after the target's soak only inflicts two levels on an attempt to sever an arm. Victims still must contend with bleeding and shock, however. Consider the amputee's wound penalty to be twice its usual value until her bleeding is stanched (however, Exalted make their normal difficulty 1 roll).

Additionally, victims' players must make a successful reflexive Stamina + Resistance roll for their characters to take any action on the turn they lose a limb. The Storyteller should assign other penalties or restrict actions as appropriate for maimed victims.

 

Slashing Ghost Talon

Cost: 1 mote

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 2

Prerequisite Charms: Furious Blade

The character's blade shrieks and moans as it becomes a conduit for her insatiable hunger. The deathknight makes her attack as normal but regains 1 mote of Essence for every health level of damage inflicted. If the Abyssal uses a soulsteel weapon to strike a being with an Essence pool, she also absorbs the motes stolen by her weapon. This latter bonus only applies if the character is attuned to her weapon.

 

Crimson Banquet Method

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Slashing Ghost Talon

With this Charm, the character harvests power from every blow that draws blood. Crimson Banquet Method duplicates the effects of Slashing Ghost Talon, but the bonus applies to every attack made during the scene. This Charm cannot be stacked with itself to gain multiple motes per health level inflicted, nor may the Abyssal use Slashing Ghost Talon while employing this Charm. A character cannot gain more Essence in a single turn from the use of this Charm than the character's Essence + Lore.

 

Reaper Of Men

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Melee: 5

Minimum Essence: 2

Prerequisite Charms: Crimson Banquet Method

The deathknight suffuses her body and weapon with necrotic Essence, wreathing herself in a nimbus of cold baleful energy. Any living being who touches her or strikes her with a hand-to-hand attack suffers lethal damage equal to the Abyssal's Essence score. The character's hand-to-hand attacks also inflict lethal damage and add her Essence to the damage of the attack. Mindless ghosts and walking dead fear characters using this Charm and will not attack them unless mystically compelled.

 

Soul-Searing Blow

Cost: 2+ motes

Duration: Instant

Type: Supplemental

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Slashing Ghost Talon

Projecting the spiritual cold of Oblivion through his weapon, the Abyssal can assault the very soul and will of a foe. If the character's attack hits (it need not inflict damage), the victim loses 1 point of temporary Willpower for every 2 motes spent. Exalted and other beings with control over their Essence pools may choose to lose 2 motes of Essence for every Willpower point they would have otherwise lost. If this Charm reduces a character's temporary Willpower below zero, she suffers lethal damage equal to the difference. Thus, a victim with 3 Willpower remaining who loses 5 points suffers 2L damage. This damage is soaked only with the character's permanent Essence score and nothing else. The Abyssal cannot spend more motes powering this Charm than twice her Conviction.

 

Soul-Cleaving Strike

Cost: 10 motes, 1 Willpower, 1 health level

Duration: Instant

Type: Simple

Minimum Melee: 5

Minimum Essence: 4

Prerequisite Charms: Reaper of Men, Soul-Searing Blow

The greatest swordsmen of the deathknights can slice through souls as easily as others carve flesh. Upon invoking this Charm, the Abyssal's weapon flares with cold fire and shrieks loud enough to be heard up to a mile away. The character makes one attack at his full dice pool, which is fully effective against both material beings and incorporeal spirits and does normal damage in addition to this Charm's effects. If the blow hits, the victim's player must immediately roll permanent Essence at standard difficulty.

If this roll succeeds, the victim suffers unsoakable dice of lethal damage equal to the Abyssal's own Essence rating. If the roll fails, the victim loses one dot of permanent Essence. A botch inflicts permanent Essence loss and damage. If a character's permanent Essence drops to zero, her life force is instantly snuffed out, and her maimed soul falls screaming into Oblivion.

Spirits and Fair Folk slain in this manner are likewise destroyed. Damage inflicted by Spirit-Cleaving Strike is purely spiritual and cannot be soaked or prevented with magic that solely defends against physical assault. All effects of this Charm are applied before resolving the strike's normal damage. This Charm does not work on automata, the walking dead or other beings without souls.

 

Five Shadow Feint

Cost: 1 mote per die

Duration: Instant

Type: Supplemental

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Furious Blade

The Abyssal's arm and weapon flickers, blossoming into a confusing spray of shadows and afterimages. The character makes his attack normally, but the target loses one die from her first defensive dice pool for every mote spent. The Abyssal may not reduce a character's dice pool below her Essence rating. If Five Shadow Feint is placed in a Combo with Furious Blade, the Essence cost of both Charms increases to 2 motes per die.

 

Ebon Lightning Prana

Cost: 4 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Five Shadow Feint

Drawing his blade and lunging in a single fluid motion, an Abyssal with this Charm may strike faster than mortal eyes can follow. The character suffers no penalty for drawing a sheathed weapon and strikes whenever he wishes without regard for initiative. Although the character's first action must be a Melee attack, he can still split his dice pool normally to take other actions later in the turn. However, the character cannot take any dice actions after the first attack until his regular initiative. If the character faces an opponent with similar magic, normal initiative determines who acts first. A character can only use Ebon Lightning Prana once per turn, and in order to use it, his weapon must be sheathed. For the purposes of this Charm, sheathing a sword as part of a split action is a dice action that requires no roll, but is counted as one of the character's actions for the turn.

 

Unfurling Iron Lotus

Cost: 3 motes per attack

Duration: Instant

Type: Extra Action

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Five Shadow Feint

The Abyssal spins and thrusts in a rapid cascade of blows. The Charm takes its name from the wispy contrails left by each strike, which, taken together, resemble the petals of a blooming flower. The character may make one additional attack at his full dice pool for every 3 motes spent, although he may not purchase more extra attacks than his Essence score. Characters must activate this Charm before taking their first action and may not split their dice pool on the same turn they employ Unfurling Iron Lotus. Defenders must dodge or parry each attack separately.

 

Glorious Carnage Typhoon

Cost: 8 motes, 1 Willpower

Duration: Instant

Type: Extra Action

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Unfurling Iron Lotus

Blade flashing in a spiral of blood and pain and death, the Abyssal scythes through her opponents like a tornado. So long as the character hits her intended target and inflicts damage, she may immediately make another attack at her full dice pool. Each attack must be leveled at a different victim, and the Exalt cannot move more yards than her Melee score between each target. This Charm ends when the character misses or strikes every possible victim within reach of her blade.

 

Blade-Summoning Gesture

Cost: 1 mote

Duration: Instant

Type: Simple

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: None

Extending his will and anima in a grasping tendril, the Abyssal calls his weapon to his hand. Summoned weapons can overcome friction and gravity — even pull free from bodies — but cannot defeat walls, chains or similar obstacles. The character must be able to see his weapon and have a hand free to receive it. Furthermore, this Charm can only call weapons the Exalt has previously wielded.

 

Thieving Raiton Claws

Cost: 3 motes

Duration: Instant

Type: Simple

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Blade-Summoning Gesture

Instead of retrieving her own weapon, an Abyssal with Thieving Raiton Claws may attempt to steal the weapon of a foe. The Exalt reaches out an empty hand, and her player rolls Dexterity + Melee at difficulty 3. This effect cannot be parried or dodged. If this roll is successful, the effect is resolved as a normal disarming attempt. If the disarming succeeds, the targeted weapon is torn from the enemy's grasp and flies to the Abyssal's own. This Charm can steal any weapon in the character's line of sight, although it cannot seize magical weapons attuned to their wielders or weapons made entirely of Essence. Otherwise, this Charm duplicates the effects and limitations of Blade-Summoning Gesture.

 

Void Sheath Technique

Cost: 1 mote

Duration: Indefinite

Type: Simple

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Blade-Summoning Gesture

With a moment's concentration, an Abyssal who knows this Charm may banish a weapon from his grasp and the world. The weapon shimmers and vanishes Elsewhere, remaining hidden and inaccessible until the character reflexively ends the Charm and draws his weapon forth. This Charm can only banish a single weapon at a time, one the Abyssal is intimately familiar with — typically his most prized implement of battle.

 

Resplendent Shadow Blade

Cost: 6 motes, 1 Willpower

Duration: One Scene

Type: Simple

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Void Sheath Technique

Raising her hand imperiously, a character with this Charm freezes raw Essence into her ideal weapon. This weapon appears sculpted of black crystal and glitters with power and malice. Although most deathknights prefer variations of slashing swords, this Charm can create any bladed weapon from ornate scythes to jagged tiger claws.

When Resplendent Shadow Blade is purchased, the Abyssal's player must decide the form of the weapon. He then divides a number of points equal to twice the character's Melee score between the weapon's Speed, Damage, Accuracy and Defense. As usual, the damage bonus of the weapon is added to the character's Strength to determine its base lethal damage.

Once selected, this Charm always summons the same weapon. The blade's statistics remain constant unless the character raises his Melee score, permitting him to divide two more points to its characteristics. The Abyssal must purchase this Charm again to conjure a different form of blade. Weapons created with this Charm have the tensile strength of soulsteel — and likewise drain motes equal to their owner's permanent Essence on any hit that inflicts actual damage.

 

Elegant Flowing Deflection

Cost: 1 mote per 2 dice

Duration: Instant

Type: Reflexive

Minimum Melee: 1

Minimum Essence: 1

Prerequisite Charms: None

The Exalt moves with preternatural grace, shifting his weapon without breaking form or stride to parry any hand-to-hand attack he is aware of. The character's player rolls two dice for every mote spent but cannot purchase more dice than his normal defensive pool for the weapon. This total includes applicable specialties and weapon bonuses in addition to the character's Dexterity + Melee. If the character has an odd number of dice in his pool, the fractional mote remaining after buying the last die is lost.

 

Vengeful Riposte

Cost: 1 mote

Duration: Instant

Type: Reflexive

Minimum Melee: 2

Minimum Essence: 1

Prerequisite Charms: Elegant Flowing Deflection

Shifting quickly from defense to offense, the character parries one incoming strike with a swift blow to the attacker's weapon hand or limb. If the deathknight's player rolls more successes than the attacker, any leftover successes are treated as a Melee attack against the aggressor. Thus, a parry that rolls five successes to deflect an attack with three successes becomes a two-success attack. This counterstrike cannot be blocked or dodged without magic. A character may not use Vengeful Riposte in response to other counterattack Charms. Note that this Charm does not grant the character a free parry or extra parry dice.

 

Corrosive Parry

Cost: Weapon damage + 1 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Vengeful Riposte

Filling his blade with necrotic Essence as he parries, the Abyssal rots or rusts his opponent's weapon to dust as it strikes his block. The Abyssal character's player rolls Dexterity + Melee in response to any close-range attack. If even one success is achieved, the attacker's weapon shatters to mildewed splinters and rust without injuring the defender. The deathknight must spend motes equal to the weapon's base damage modifier plus one, so it costs 3 motes to disintegrate a short sword, 8 for a great axe, etc. The character can only disintegrate actual weapons—so no rotting off an aggressor's fist or claws. Also, this Charm cannot damage weapons made of Essence or the Five Magical Materials.

 

Attunement-Shattering Block

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 3

Prerequisite Charms: Corrosive Parry

With this Charm, an Abyssal can dissipate the Essence empowering a magical weapon, rendering it temporarily useless. Attunement-Shattering Block may be activated whenever the deathknight parries a magical weapon. Her parry need not deflect the attack entirely, but the Abyssal character's player must roll at least one success on the block attempt. This Charm costs 3 motes and 1 temporary Willpower.

The defending character's player then makes a reflexive Essence + Melee roll, with a difficulty equal to the target's permanent Essence. If it succeeds, the weapon becomes an inert hunk of steel and Magical Materials, although it may be reattuned normally by its owner. Of course, this reattunement takes between 15 and 30 minutes. The victim can avert deattunement by immediately spending a number of motes equal to the attunement cost of the weapon.

 

Fluttering Moth Defense

Cost: 2 motes

Duration: Instant

Type: Reflexive

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Elegant Flowing Deflection

With growing mastery, the Abyssal's weapon dances to intercept attacks as a moth spiraling a torch. The deathknights player may roll her character's full Dexterity + Melee dice pool to parry any one close-range attack the Abyssal is aware of.

 

Hundred Razor Circle

Cost: 5 motes

Duration: One turn

Type: Reflexive

Minimum Melee: 4

Minimum Essence: 2

Prerequisite Charms: Fluttering Moth Defense

Sometimes, the best defense is a good offense. Building on this principle, the Abyssal stands motionless and traces a lightning-fast pattern of strikes and slices around him. Anyone entering this warded circle risks terrible injury. The Exalt cannot actively attack, dodge or move faster than one yard per turn without breaking the Charm, but his player automatically rolls a full Dexterity + Melee attack against everyone who is currently within or who subsequently approaches within three yards of the character.

The character may also reflexively attack incoming projectiles of which he is aware. This is a difficulty 4 Dexterity + Melee roll and adds the weapon's Parry modifier as well. Success destroys or swats aside the offending missile. Note that this Charm does not distinguish between friend and foe — the Exalt must attack everyone in range.

 

Incomparable Sentinel Stance

Cost: 3 motes, 1 Willpower

Duration: Instant

Type: Reflexive

Minimum Melee: 3

Minimum Essence: 2

Prerequisite Charms: Hundred Razor Circle

The Abyssal may effortlessly deflect any attack she is aware of without her player making a roll. This Charm can turn aside assaults normally impossible to parry, such as gouts of caustic slime or the falling boulders of a landslide. The character can even parry the attacks of greater spirits and demon lords, although such onslaughts invariably shatter any non-magical weapon in the process. This is a perfect defense.

 

Eye Of The Tempest

Cost: 5 motes, 1 Willpower

Duration: One scene

Type: Reflexive

Minimum Melee: 5

Minimum Essence: 3

Prerequisite Charms: Hundred Razor Circle

With this Charm, the Abyssal becomes a point of serene calm in a vortex of steel and howling shadows. The deathknight's player may use his character's full Dexterity + Melee dice pool to parry all physical attacks of which the Abyssal is aware.

 

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