Resistance Charms

 

Spirit-Hardened Frame

Cost: 2+ motes

Duration: One scene

Type: Simple

Minimum Resistance: 2

Minimum Essence: 2

Prerequisite Charms: None

The Exalted channels calcifying death Essence through his body, granting his flesh the resilience of leathery, wind-dried tissue. For every 2 motes of Essence spent, the character may add one point to his bashing soak. Additionally, the character can add half this bonus to his lethal soak (rounded down). Although this Charm can be activated multiple times in a scene to stack protection, the total bashing soak cannot exceed a character's Stamina + Resistance (or half that value for lethal soak). Spirit-Hardened Frame is compatible with armor.

 

Ivory Blossom Carapace

Cost: 1 mote per 1B/1L, plus one lethal health level

Duration: One scene

Type: Simple

Minimum Resistance: 4

Minimum Essence: 2

Prerequisite Charms: Spirit-Hardened Frame

The Abyssal seeps Essence into her skeleton, forcing hundreds of bony spines through her skin to blossom into armored plates over her entire body. At the end of the scene, the plates fold back into quills and retract. Exoskeletons grown with this Charm have one point of bashing and lethal soak for every mote spent in their creation, as well as a mobility penalty equal to half their soak rating (rounded down). Characters cannot spend more motes building an Ivory Blossom Carapace than their Stamina + Resistance, no matter how many times they use this Charm in a scene to add additional plating. Characters wearing armor cannot use this Charm. The health level cost of this Charm only applies the first time it is used during a given scene.

 

Bone Arsenal Method

Cost: Varies

Duration: One scene

Type: Simple

Minimum Brawl: 2

Minimum Resistance: 4

Minimum Essence: 2

Prerequisite Charms: Ivory Blossom Carapace

This multipurpose Charm allows characters to extrude spikes and razor spines over their entire body or to grow weapons from their limbs. If used to grow spines, the Charm costs 8 motes, 1 Willpower and one lethal health level. The lattice of blades provides an additional soak of 2B/2L that stacks with soak bonuses from other Charms. Additionally, characters encased in blades can inflict lethal damage with all "unarmed" hand-to-hand attacks, including wrestling maneuvers such as clinches and tackles. Finally, anyone who grapples a character with spines or strikes her barehanded must immediately soak a number of dice of lethal damage equal to his own Strength.

Growing melee weapons with Bone Arsenal Method costs one lethal health level, as well as 1 mote for every +1 invested in Speed, Accuracy, Defense or lethal damage (all of which begin at a rating of 0). Characters cannot raise any of these Traits higher than their permanent Essence. Although weapons created with this Charm can take virtually any form, they remain obvious extensions of their creator's skeleton and cannot be dropped or taken away unless severed.

Characters with Ivory Blossom Carapace activated do not have to spend health levels to use any aspect of this Charm, though other costs remain unchanged. All protrusions and weapons created by Bone Arsenal Method retract into their owner's skeleton when the Charm expires.

 

Crimson Petal Armor

Cost: 1 mote per 1B/1L, 1 Willpower, one lethal health level

Duration: One scene

Type: Simple

Minimum Resistance: 5

Minimum Essence: 3

Prerequisite Charms: Ivory Blossom Carapace

Upon activation of this Charm, blood gushes from every pore of the character's skin and shapes itself into a suit of enchanted armor. This liquid armor flows and shifts with its wearer's every motion, yet hardens to turn aside blows as if it were made of the finest steel. When this Charm expires, the glistening armor flows back into its creator's body through his mouth.

Apart from its appearance, Crimson Petal Armor follows the same rules as Ivory Blossom Carapace, except that its liquid armor is virtually weightless and has no mobility penalty. Characters cannot activate this Charm while using Ivory Blossom Carapace (or vice versa), just as with any other armor. Characters only need to spend Willpower the first time they activate this Charm during a scene.

 

Flowing Wound Defense

Cost: 5 motes, 1 Willpower, one lethal health level

Duration: Instant

Type: Reflexive

Minimum Resistance: 5

Minimum Essence: 3

Prerequisite Charms: Crimson Petal Armor

Building on the principle of Crimson Petal Armor, this Charm allows an Abyssal to momentarily liquefy her body and possessions to shrug off any blow or assault. Upon impact, she seamlessly melts into gore and then re-solidifies, allowing the attack to pass harmlessly through her without resistance. This process is particularly gruesome when defending against falls and other full-body trauma, as the character splatters into a mass of congealed blood and immediately reforms without injury. Characters using this Charm take no damage from a single attack but must contend with secondary effects normally. This momentary invulnerability duplicates the protection granted by the Solar Charm Adamant Skin Technique and is a form of perfect defense. A character must invoke Flowing Wound Defense after his opponent spends any motes to activate Charms but before the foe makes her actual attack roll.

 

Plague Knows Its Master

Cost: None

Duration: Permanent

Type: Special

Minimum Resistance: 4

Minimum Essence: 2

Prerequisite Charms: Spirit-Hardened Frame

Some Abyssal Exalted become highly resistant to disease as a result of their consecration to the Malfeans. As with Ox Body Technique, this blessing can be purchased as if it were a Charm. Players of characters with Plague Knows Its Master subtract their characters' permanent Essence from the difficulty of all Stamina + Resistance and Stamina + Endurance rolls to resist or throw off infection and disease. In the case of avoiding infected wounds, this reduction is cumulative with the -2 modifier all Exalted share. If the final difficulty of any modified roll is reduced below 1, the character automatically avoids contracting the illness or successfully purges it from his system (as appropriate to the roll in question).

 

Snake Bites Its Tail

Cost: 5 motes

Duration: One scene

Type: Reflexive

Minimum Resistance: 3

Minimum Essence: 2

Prerequisite Charms: Spirit-Hardened Frame

The character amplifies her metabolism with Essence, strengthening her body's resistance to poison. For the rest of the scene, the Exalt nullifies any poison she is exposed to that has a resistance difficulty lower than her permanent Essence. Against stronger poisons, the Exalt's player may add her character's Essence in automatic successes to her Stamina + Resistance roll. Characters need not evoke this Charm before exposure to toxins, as long as they activate it before rolling to resist. Incidental toxins such as spoiled food are generally considered difficulty 1 or 2 for the purposes of this Charm. Characters protected by this Charm may safely consume an additional number of alcoholic drinks equal to their Resistance without penalty.

 

Scarlet Venom Technique

Cost: None

Duration: Permanent

Type: Special

Minimum Resistance: 5

Minimum Essence: 2

Prerequisite Charms: Snake Bites Its Tail

Corrupted in body and spirit by the power of the Malfeans, some Abyssal Exalted find their very blood tainted with vile poison. Once a character purchases this Charm, venom suffuses every fluid in her body. This poison has the same statistics as arrow frog. Players of living beings consuming or otherwise internalizing these tainted fluids (such as through kissing or more intimate contact) must succeed at a Stamina + Resistance roll or have their characters suffer the full deleterious effects of the poison. This Charm cannot be turned off or suppressed — the corruption is irreversible.

 

Armor-Calling Kata

Cost: 5 motes

Duration: One turn

Type: Simple

Minimum Resistance: 3

Minimum Essence: 2

Prerequisite Charms: None

With this Charm, an Abyssal can dramatically speed the process of donning his armor. He need only gesture to it, and his anima flows out to enfold the armor in a liquid shroud of darkness. By the end of the turn, the anima slithers back and fastens the armor perfectly in place. The character must have the armor readily available and at hand to use this Charm and may not grab his armor from further away than his Essence in yards.

 

Void-Banished Mail

Cost: 3 motes to summon or banish

Duration: Instant

Type: Simple

Minimum Resistance: 4

Minimum Essence: 3

Prerequisite Charms: Armor-Calling Kata

An Abyssal who knows this Charm can store his armor Elsewhere, recalling it only as needed for battle. The character must be wearing his armor with all its straps and fastenings fitted properly to banish it. If these conditions are met, the armor vanishes in a flash of ghostly light. At any time, the character may concentrate and summon his armor from Elsewhere, causing it to reappear on his person with a scream of torn air. A character can only have one suit of armor stored Elsewhere at a time and may not recall it unless she is unarmored to receive it. Void-Banished Mail cannot banish armor substantially larger than the Exalt, so it is impossible to hide warstriders with this Charm.

 

Inauspicious Shadow Plate

Cost: 10 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Resistance: 5

Minimum Essence: 3

Prerequisite Charms: Void-Banished Mail

The Abyssal's anima hardens, encasing her in a suit of obsidian-black plate mail. This armor is an expression of the character's soul, and thus, it reflects her personality and temperament. It may be ornate and decorated with weeping faces and skulls or elegant in its simplicity — it is the character's ideal armor. Inauspicious Shadow Plate provides 10L/10B soak, with only a -1 mobility penalty. For an additional 2 motes, the deathknight can also grow a sweeping black cape that moves and flows of its own accord to entangle and snag incoming blows. This cloak acts like a shield, increasing the difficulty of all attacks against the Exalt by +1.

 

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