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Abyssals Draft Manuscript Preview 6
Abyssals Draft Manuscript Preview 6
Dice Limit
Abyssals can’t add more than (Attribute + Ability) dice from Excellencies or other magic to a roll, or
more than ([Attribute + Ability] / 2, rounded up) to a static value.
Keywords
Abyssal Charms use the following keywords in addition to those listed on Exalted, p. 253.
Versatile
Combat Ability Charms with this keyword can enhance attacks and parries with Martial Arts if the
Abyssal uses a weapon compatible with that Ability. Versatile Charms from multiple combat Abilities
can’t enhance the same action.
Whispers
This keyword provides additional benefits for Abyssals with the Whispers Merit (p. XX). Such effects
often use (Whispers) calculations. Its value equals the Merit rating of the Abyssal’s Whispers.
Whisper Charms sometimes invoke the Abyssal’s use of her Whispers. This means they count against the
reset limit on using Whispers.
Resistance
Armor-Calling Phantasms
Cost: 2m; Mins: Resistance 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
Screaming phantoms emerge to gather up the Abyssal’s scattered armor, girding her for bloody
slaughter.
The Abyssal can don or remove armor (Exalted, p. 591) in (its mobility penalty + 1) rounds, aided by
spectral apparitions. She can draw her armor to her from within short range, though she can’t steal other
character’s armor.
With a Resistance 3, Essence 2 repurchase, the Abyssal can pay a three-mote surcharge to use this Charm
reflexively on her turn, donning armor instantly. The surcharge is reduced to one mote for light armor. If
she knows Wraith-Forged Plate (p. XX), she can use it reflexively, without needing to pay a surcharge.
Corpse-Body Resilience
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Abyssal’s flesh is sustained by the Essence of death, lending her an uncanny vigor.
She gains additional health levels based on her Stamina rating:
Stamina 1-2: One −1 level and one −2 level.
Stamina 3-4: One −1 level and two −2 levels.
Stamina 5: One −0 level, one −1 level, and one −2 level.
This Charm may be purchased (Resistance) times. If the Abyssal’s Stamina increases, her health levels
change to reflect her new rating.
Wound-Absorbing Discipline
Cost: 10m; Mins: Resistance 2, Essence 1
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Corpse-Body Resilience
The Abyssal draws her wounds inwards, casting them into the void at the heart of her Essence.
The Abyssal speeds her natural healing (Exalted, p. 173). After an hour spent resting or meditating, she
rolls (Stamina + Resistance). For the rest of the day, her healing’s rate is multiplied by (Essence x
successes).
Alternatively, when a character rolls to use Flesh-Mending Discipline (p. XX) or similar magic to heal the
Abyssal’s damage, she can add her successes to his roll.
Agony-Savoring Spirit
Cost: 1i; Mins: Resistance 3, Essence 1
Type: Reflexive
Keywords: Perilous, Decisive-only
Duration: Instant
Prerequisite Charms: None
The deathknight savors the exquisite pleasure of agony, drawing power from pain.
The Abyssal can use this Charm after being hit by a decisive attack, but before the damage roll. She gains
one mote for every die on the damage roll that rolls a success. This includes dice that are rerolled into
failures with Far Beyond Ruin or similar defensive magic, but she doesn’t gain additional motes if
rerolled dice succeed again.
The Abyssal can’t gain more than (Stamina) motes per round from this Charm. With Resistance 5,
Essence 3, this increases to (Stamina x2).
With a Resistance 4, Essence 2 repurchase, the Abyssal can use this Charm for two Initiative to exchange
four motes from it for one Willpower. (Exchanged motes still count toward the maximum).
With a Resistance 5, Essence 3 repurchase, the Abyssal can use this Charm for one Willpower to
exchange motes for Initiative.
Reset: Once per scene unless reset by being hit by a decisive attack with 10+ damage dice without being
damaged.
Void-Banished Mail
Cost: 3m; Mins: Resistance 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Armor-Calling Phantasm
The Abyssal’s armor bursts into countless wisps of foxfire, vanishing until she has need of it.
The Abyssal banishes her armor or a shield Elsewhere. If she has both armor and shield, a single use
affects both.
A second use of this Charm recalls the banished equipment. Recalled armor must be donned normally
(Exalted, p. 591).
Chain-and-Armor Mortification
Cost: 6m; Mins: Resistance 4, Essence 2
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Iron Tomb Imprisonment
Murderous chains coil around the Abyssal’s armor like a den of steel vipers, moving to her will
alone.
The Abyssal can use this Charm while bound with Iron Tomb Imprisonment to animate her armor’s
chains, gaining the following benefits.
• She may extend her chains out to short range to attack, retrieve objects, make feats of strength, or
take similar physical actions that don’t involve fine manipulation. She uses her normal die pools for these
actions. They’re medium weapons (+2 ACC, +9 DMG, +1 DEF, OVW 1) with the Bashing, Brawl,
Melee, Disarming, Flexible, Grappling, and Reaching tags. . They can’t make grapple gambits beyond
close range.
• She reduces the cost of grapple and disarm gambits with the chains by one Initiative, or two
Initiative with heavy armor.
• Dragging an enemy grappled with the chains only costs one round of control.
• The chains harry enemies that try to disengage from her, letting her oppose their rolls with
(Stamina + Resistance) and inflicting her armor’s base mobility penalty on their disengage rolls.
If the Abyssal uses this Charm to enhance Wraith-Forged Plate (p. XX), the chains of darkness that
emerge from her armor gain artifact traits (+3 ACC, +12 DMG, +1 DEF, OVW 4).
A Resistance 5 repurchase extends the chains’ range to medium.
Death-Drinking Rapacity
Cost: —; Mins: Resistance 5, Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Corpse Needs Nothing, Wound-Absorbing Discipline
The Abyssal is sustained by slaughter, reaping vitality from those dead by her hand.
The Abyssal can use this Charm when she incapacitates a nontrivial enemy with a decisive attack. She
rolls dice equal to the levels of damage she dealt, maximum (Stamina), and heals one level of non-
aggravated damage for each success. She can only feed on the living and ghosts — animated corpses,
automatons, and their ilk offer no sustenance.
If the enemy was within close range of the Abyssal, she can reflexively drink the blood from his wounds,
letting her reroll 1s until they cease to appear.
Reset: Once per scene, unless reset by landing a decisive attack with 20+ Initiative.
Wraith-Forged Plate
Cost: 10m, 1wp; Mins: Resistance 5, Essence 2
Type: Simple
Keywords: Withering-only
Duration: One scene
Prerequisite Charms: Iron Tomb Imprisonment
Screams and ringing iron echo from within the Abyssal’s anima as her she hammers Essence
and nightmares into void-black armor.
The Abyssal creates artifact armor from Essence and dons it instantly. The type of armor created and its
appearance are the same each time she uses this Charm. Additionally, the Abyssal steals one Initiative
from her attacker whenever her soak reduces a withering attack to the minimum damage or her Hardness
negates a decisive attack. If this crashes her attacker, he loses one Willpower.
The deathknight may fuse the Wraith-Forged Plate with any artifact armor she’s currently wearing,
enjoying the best of both armors’ traits and applying this Charm’s benefits to her armor. Artifact armor’s
attunement cost is waived for this Charm’s duration, releasing the committed motes.
This Charm may be repurchased any number of times, each repurchase adding an Evocation to the armor.
These Evocations’ themes and functions derive from the Abyssal’s personality, Caste, and iconic anima
banner.
With Essence 3, this Charm’s duration becomes Indefinite.
Chain-Bound Sacrifice
Cost: 4m Mins: Resistance 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only
Duration: Instant
Prerequisite Charms: Writhing Torment Chains
Those caught in the Abyssal’s chains make for excellent, if unwilling, bodyguards.
While grappling an enemy with Chain-and-Armor Mortification, the Abyssal can use him as a shield to
clash a decisive attack. She rolls (Stamina + Resistance), doubling 9s and adding automatic successes
equal to her rounds of control. If she wins the clash, the attack is redirected to the grappled enemy and
automatically hits him.
World-Denying Invincibility
Cost: —; Mins: Resistance 5, Essence 5
Type: Permanent
Keywords: Dual, Perilous
Duration: Permanent
Prerequisite Charms: Vault of Undying Triumphs or Wounds Mean Nothing
Embodying the principle of annihilation, the Abyssal is untouched by lesser destruction.
When the Abyssal uses either of this Charm’s prerequisites, she gains (Stamina + Resistance) soak and
Hardness 20. Withering attacks against her subtract (Essence) dice of post-soak damage.
This protection ends if the Abyssal is crashed or if she goes a round without either making a decisive
attack or spending 8+ motes on offensive Charms.
Ride
Soul Reins
Cost: 1m (1m); Mins: Ride 1, Essence 1
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: None
Bending a beast to her will, the deathknight empowers her steed with dark Essence..
The Abyssal imposes a mental bond on a touched animal she intends to ride as a mount, giving the steed –
1 Resolve against her persuade and threaten rolls, and reducing any penalties she suffers on Survival rolls
to train it by one. The mount counts as a creature of darkness for this Charm’s duration.
This bond also empowers the deathknight’s steed. Upon purchasing this Charm, her players picks two of
the boons below. Additional boons can be purchased for three experience points or one bonus point.
Fear-Killing Exercise: The mount is never spooked or frightened by indirect circumstances, including
the presence of the undead and being in the Underworld. If its Resolve is beaten by fear-based influence,
the Abyssal can spend one mote after the roll to negate it. This also renders the mount immune to fear-
based influence for (Abyssal’s Essence).
Forceful Spirit Spur: The Abyssal can call the mount to her side with a brief sensation of phantom spurs
digging into its flanks. If willing, the mount makes its way to her as circumstances best allow, adding
(Ride) dice on any rolls necessary to do so.
Ghoul-Steed’s Hunger: As long as the mount’s diet consists primarily of raw meat, it gains Exalted
Healing (Exalted, pp. 165-166). . Even normally herbivorous animals are both able and willing to do so.
Ride Beyond Death: If a living mount dies, it’s reanimated as a zombie animal (p. XX). The Abyssal
may spend one mote to reduce an undead mount’s wound penalty by one for a tick.
Tireless Charger Technique: While riding the mount, the Abyssal can spend one mote reflexively to
suffuse it with deathless vitality for (higher of Essence or 3) hours. Any fatigue penalties it suffers it
reduces are one, and exertion during that time won’t cause it to tire or accrue further fatigue penalties.
Unfaltering Deathknight’s Steed: The Abyssal is sure in her saddle, and will never fall off the mount
unless another character actively intervenes, even if asleep or unconscious. She gains +1 Defense against
attacks that might knock her from her mount. Even if such an attack succeeds, she can spend one mote
reflexively after the damage roll to stop herself from falling off.
The Abyssal’s player may work with the Storyteller to create new boons.
Soul-Barded Steed
Cost: 1hl per three levels; Mins: Ride 3, Essence 1
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Unholy Mount Warding
The Abyssal armors her mount with the pulsing Essence of her lifeblood.
The Abyssal can use this Charm after a decisive damage roll against her mount while riding it, letting her
negate damage by taking one level of bashing damage for every three levels negated.
Ghost-Ridden Courser
Cost: 1m; Mins: Ride 4, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Primal Terror Spurs
Channeling the spirits of slain steeds, the Abyssal suffuses her mount with swiftness born of
sorrow.
The deathknight converts her mount’s Speed Bonus to non-Charm successes on a mounted movement
roll. If her mount’s Speed Bonus is negative, she instead sets it to 0.
A Ride 5 repurchase lets the Abyssal pay a two-mote surcharge to add her mount’s Speed Bonus to a Join
Battle roll, along with this Charm’s other benefits.
Mount-and-Murderer Unity
Cost: 3m; Mins: Ride 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Wrathful Steed Revenge
The Abyssal and her steed are united in their bloodthirsty instinct.
When the Abyssal or her mount makes a distract gambit to benefit the other, a successful gambit lets its
beneficiary reflexively make a decisive attack against the gambit’s target, adding dice on the attack roll
equal to the Initiative granted.
Reset: Once per round.
Legendary Size
Legendary Size has the following benefits:
• Smaller enemies’ attacks don’t inflict onslaught penalties. (Magically inflicted
onslaught penalties still apply.)
• The character can’t be reduced below Initiative 1 by smaller enemies’ withering
attacks unless they have 10+ post-soak damage dice. Such attacks still award the
full amount of Initiative damage rolled.
• The character can’t take more than (attacker’s Strength + 3) levels of damage
from smaller enemies’ decisive attacks. Levels of damage added by magic don’t
count against this limit.
• The character can’t be grappled by smaller enemies unless they use magic like
Titan-Murdering Grasp. Such magic is also necessary for them to resist her grapple
control rolls.
• The character can’t be knocked back by smaller foes’ smash attacks and is more
difficult to knock back with magic (Exalted, p. 274).
Sail
Bleak Ocean Veteran
Cost: —; Mins: Sail 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Baptized in the Underworld’s dark waters, the Abyssal mariner is a dread terror of the waves.
The Abyssal gains the following benefits:
• She rerolls 6s on Sail rolls until 6s no longer appear.
• She can reflexively assume the attitude of a master seafarer, making her skill obvious to all who
interact with her. She can leverage this with social influence as though it were a Minor Tie.
• She can intuit the exact distance and route to any location she’s previously visited, whether by
land or sea.
• She adds (Sail/2, rounded up) dice on bargain, persuade, or threaten rolls against supernatural
beings associated with bodies of water — ocean spirits, the ghosts of the drowned, Fair Folk pirates,
aquatic behemoths, etc.
Wave-Slicing Keel
Cost: 4m; Mins: Sail 3, Essence 1
Type: Simple
Keywords: Pilot
Duration: Indefinite
Prerequisite Charms: Dread Captain’s Command
The Abyssal’s ship slashes through the sea, wounding the very waves.
The Abyssal grants a ship +1 Speed. Sharks, piranhas, and similar aquatic predators are drawn to its
wake. In the Underworld, stranger creatures trail behind it, hidden beneath the waters.
Christened in Blood
Cost: 5m, 1wp, 1lhl; Mins: Sail 4, Essence 2
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Wave-Slicing Keel
Anointing her ship’s deck with blood, the Abyssal empowers both ship and crew with deathly
Essence, infusing them with unnatural resilience.
The Abyssal empowers a ship by shedding her own blood, granting it the following benefits:
• +1 Speed.
• It gains (Essence/2, rounded up) temporary −4 Hull levels. They’re the first −4 levels to be lost
and vanish when damaged.
• Crew members aboard it who have a Major or Defining Intimacy of loyalty, fear, obedience, or
love for the Abyssal add (Intimacy) to their Stamina to determine how long they can go without food,
water, or air (Exalted, p. 230). Undead crew instead gain an additional −4 health level aboard ship.
This Charm’s health level cost is waived if the Abyssal executes someone aboard ship as she uses it,
using the sacrifice’s blood instead of her own.
Mist-Veiled Galleon
Cost: 4m, 1wp; Mins: Sail 4, Essence 2
Type: Simple
Keywords: Pilot
Duration: Until the Abyssal disembarks
Prerequisite Charms: Dread Captain’s Command
With a deathly exhalation, the Abyssal shrouds her ship in Underworldly fog.
The Abyssal shrouds her ship in fog, which extends out to medium range from the ship. It inflicts a −3
penalty on vision-based Perception rolls and a −1 penalty on other actions that depend on vision,
including attacks. This subtracts successes instead of dice on rolls to identify or track the ship. This mist
can’t be dispersed by mundane wind or weather, though magic is capable of doing so.
In naval combat, the mist inflicts a −3 penalty on rolls opposing the Abyssal’s concealment maneuvers
(Exalted, p. 245). If the maneuver succeeds, she converts the bonus dice from it to non-Charm successes.
Additionally, enemy boarding actions against her ship increase their cost by +1 Momentum.
With a Sail 5 repurchase, the Abyssal can use this Charm even while not aboard a ship, creating a cloud
of mist that extends out to medium range. She may reflexively roll Stealth to establish concealment within
the mist.
Special activation rules: The Abyssal can use this Charm reflexively at the beginning of naval combat.
Sea-Weathered Specter
Cost: 1wp; Mins: Sail 5, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Pole the Black Depths
The sea has soaked into the Abyssal’s spirit, giving her an uncanny sense for its caprice and
perils.
The Abyssal can use this Charm after a Sail roll to reroll dice that show failures. She can use additional
Supplemental and Reflexive Charms to enhance the roll.
If the Abyssal succeeds, strange mists as she sails through the veil
between worlds. She appears at her destination no more than five days
later. Gasping Sargasso Gallows
Cost: 10m, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Massacre the Wind and Tide
Death’s Lawgiver condemns her foes to the depths of mortal despair, filling them with a
drowning dread.
The Abyssal makes a special ([Appearance, Charisma, or Manipulation] + Sail) inspire roll to spread
sorrow, despair, or fear. Affected characters begin drowning (Exalted, p. 232), even if they don’t
normally need to breathe, coughing up putrid brine and seaweed. Characters with Exalted Healing fall
unconscious rather than dying if they run out of breath. Mortals killed by this always return as ghosts,
who have Defining Ties of fear towards the Abyssal.
This influence costs (higher of Abyssal’s Essence or 3) Willpower to resist, but this cost falls by one for
each round that passes, minimum one Willpower. Exalted and other supernatural characters may roll
(Stamina [Resistance) opposing the Abyssal’s initial roll on their turn to reduce the cost by an additional
Willpower. This action can’t be flurried.
Reset: Once per scene unless reset by incapacitating a nontrivial enemy.
Socialize
Heart-Hardening Technique
Cost: 2m; Mins: Socialize 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
The deathknight turns mothers against daughters, viziers against princes, and gods against
Heaven.
The Abyssal doubles 9s on an instill roll to erode an Intimacy. If it’s a positive Tie, she adds a non-Charm
success..
Hate-Sowing Bitterness
Cost: 3m Mins: Socialize 4, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Heart-Hardening Technique
A fathomless wellspring of malevolence, the Abyssal corrodes the heart with hatred.
When the Abyssal makes an instill roll to create or strengthen a negative Tie that she possesses, her
targets suffer –1 Resolve, or –2 if they already have such a Tie.
The deathknight also gains this benefit when weakening positive Ties toward someone or something she
has a negative Tie toward. The Resolve penalty increases to –2 for targets whose Tie is weaker than the
Abyssal’s.
Passion-and-Obsession Puppet
Cost: 2m; Mins: Socialize 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Indefinite
Prerequisite Charms: Merciless Dissecting Stare, Void Mask Facade
Hungry for the dreams and passions of the living, the Abyssal obsesses over those unfortunate
enough to catch her interest.
The Abyssal can use this Charm after a successful read intentions roll, gaining a Minor Tie of fascination
toward her target if she doesn’t already have one. She can’t voluntarily erode this Intimacy, and it can’t be
weakened below Minor.
The Abyssal gains temporary specialties for that character in Awareness, Larceny, Presence, Stealth, and
Socialize. If she acts against her Intimacy, she loses these specialties, though she can regain them by
upholding her Tie.
Damnation’s Price
Cost: 10m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Betrayal’s Fragrant Bouquet, Merciless Dissecting Stare (x3),
Spider in Society’s Web
Few know the price of a soul like those who’ve sold their own.
The Abyssal makes a special read intentions roll to discern what it would take to convince someone to
perform a specific task. She adds (Essence) automatic successes on the roll and rerolls 5s and 6s until they
cease to appear. If she’s able to provide this to him, no further roll is needed to persuade him to perform
the task.
Special activation rules: If the Abyssal uses Merciless Dissecting Stare on the roll, success gives her an
additional (Essence) guesses at the target’s Intimacies related to his price.
Death-Graced Perfection
Cost: —; Mins: Socialize 5, Essence 4
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Archon of the Sunless Realm
The ways of the living and the Old Laws that bind the dead are revealed to the Abyssal, honing
her insight and eloquence beyond mortal limits.
The Abyssal doubles 8s on a Socialize roll.
Limit: Once per scene, unless reset by succeeding on an influence roll against a nontrivial character that
leverages one of his Defining Intimacies.
Stealth
Hidden Eye Surveillance
Cost: 3m; Mins: Stealth 2, Essence 1
Type: Supplemental
Keywords: Mute
Duration: Instant
Prerequisite Charms: Unseen Wisp Method
The deathknight patiently observes her prey, unseen and unsuspected.
The Abyssal adds (Stealth) dice on a Perception roll with any Ability against someone who’s unaware of
her presence. Alternatively, she can use this Charm against characters with positive Ties to her, but only if
she intends to betray their trust with the information gathered.
If the Abyssal’s target has an Intimacy that supports keeping whatever her roll would reveal a secret, that
Intimacy penalizes his Guile against the Abyssal’s roll, as with Resolve. If he suffers from Paranoia, it
likewise penalizes his Guile.
Massacre-Prolonging Cruelty
Cost: 3m, 1wp; Mins: Stealth 4, Essence 2
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Flawless Assassination Style
Having claimed one victim, the Abyssal assassin returns to the shadows to savor the taste of
blood.
To use this Charm, the Abyssal must be in concealment and must have landed at least one decisive attack
this scene. She rolls Join Battle. Any motes spent to enhance the roll are muted.
With a Stealth 5 repurchase, the Abyssal can pay two motes whenever she incapacitates an enemy to reset
this Charm.
Reset: Once per scene.
Shadow-Pinning Strike
Cost: 2m, 2i, 1wp; Mins: Stealth 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Flawless Assassination Style, Shadow Cloak Technique
Stepping on her prey’s shadow or piercing it with her weapon, the Abyssal assassin pieces him
as surely as if she’d struck flesh and bone.
The Abyssal makes a special grapple gambit with any combat Ability to pin a foe’s shadow, rolling (Wits
+ Stealth) opposing her target’s (Dexterity + [Athletics or Dodge]) for the control roll. If the attack is
unexpected, she adds her attack roll extra successes to the control roll, and it doesn’t break concealment.
She can extend her weapon’s range for this gambit by one band with stunts that make clever use of light
and shadow.
If successful, the Abyssal can either remain directly atop her victim’s shadow, or leave her weapon
embedded in it to maintain the clinch. Unarmed attacks and natural weapons can’t be embedded, while
ranged attacks can only be embedded.
If the Abyssal pins her victim’s shadow directly, the grapple proceeds as usual, but the only grapple
action she can take is to restrain or release her enemy. She doesn’t lose rounds of grapple control when
she’s attacked, although she still loses control when damaged. Additionally, the grapple can be broken if
she’s forcibly moved from her target’s shadow.
If the Abyssal embeds her weapon, she can’t take restrain actions, but doesn’t suffer any penalties for
grappling. She doesn’t lose rounds of control when attacked or grappled. However, removing the
embedded weapon frees the victim entirely. Pulling it free all at once is a difficulty 5 feat that requires
Strength 5. A character can also spend his entire turn trying to dislodge the embedded weapon as an
unrolled action to subtract two rounds of control.
Soul-Haunting Infiltration
Cost: 8m; Mins: Stealth 5, Essence 3
Type: Reflexive
Keywords: Mute, Psyche
Duration: Indefinite
Prerequisite Charms: Shadow-Pinning Strike
The deathknight sinks into her victim’s shadow with a wicked grin, making him nothing more
than a shadow puppet dancing on her strings.
The Abyssal can use Shadow-Pinning Strike to hide in an enemy’s shadow instead of pinning it. When
she successfully grapples an enemy within close range, if her (Wits + Stealth) roll also beats his Resolve,
she can use this Charm, entering his shadow.
Infiltrating an enemy’s shadow gives the Abyssal control of his motor functions and senses, letting her act
through him. His actions still use his own traits and the Abyssal can’t use her magic to enhance them or
force him to use his own magic. The Abyssal can’t compel him to act against his Major or Defining
Intimacies, requiring her to use bargain, persuade, or threaten rolls as usual against him.
The Abyssal’s influence can convince her host to take actions that will cause life-threatening harm,
ignoring the usual rules for unacceptable influence, but she suffers any damage that he does. If he
successfully asserts his Resolve against such influence or spends Willpower to resist it, this Charm ends.
While the Abyssal is within her victim’s shadow, she counts as being in concealment. Other characters
can’t perceive or interact with her unless they have magic applicable to possessing spirits and similar
beings. She can be exorcised by magic like Burning Exorcism Technique (Exalted, p. 356), though she’s
not subject to any other effects such magic imposes on exorcised spirits.
Shadow-Striding Wraith
Cost: 5m, 1wp; Mins: Stealth 5, Essence 3
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisite Charms: Soul-Haunting Infiltration
Darkness is an eager accomplice to the Abyssal’s wickedness, bearing her unseen through the
night..
The Abyssal can use this Charm while in concealment, vanishing and reappearing somewhere within
close range without needing to make new Stealth roll. She doesn’t cross the space between, but her
movement can’t go through solid obstructions. This uses the Abyssal’s movement action.
The new location must still provide an adequate hiding spot for concealment. This can’t be waived by
magic like Unseen Wisp Method.
With Essence 4, the Abyssal’s movement can pass through obstructions that are transparent or only
partially opaque, like a window or portcullis.
With Essence 5, the Abyssal can pay a five-mote surcharge to extend this Charm’s range in dark
conditions. As long as there’s any visibility penalty, it increases to short range, or to medium range in
total darkness.
Void-Swallowed Darkness
Cost: 2m per anima level; Mins: Stealth 5, Essence 3
Type: Reflexive
Keywords: Mute, Stackable
Duration: Indefinite
Prerequisite Charms: Unseen Wisp Method
The Abyssal sloughs off her anima banner, consigning it to the swirling void of her dark heart.
The Abyssal can suppress her anima banner, committing two motes for each level of anima. Once this
Charm ends, the suppressed levels return to her anima banner, increasing its level. She can stack multiple
uses of this Charm, concealing her anima as it builds up.
With Essence 5, if the Abyssal ends this Charm while she has at least four levels of anima suppressed, she
can unleash it in a wave of darkness, visible for miles away, rather than restoring it to her anima banner.
For the rest of the round, characters within long range of her suffer a penalty of (3 + levels of anima
expelled) on all Awareness rolls.
Presence-Murdering Enlightenment
Cost: —; Mins: Stealth 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Imperceptible Phantom Embodiment
The Abyssal has mastered the art of absence, allowing the world to fill the space where she
once stood.
When the Abyssal rolls Stealth, 1s on opposing Awareness rolls subtract two successes.
Survival
Pomegranates Full and Fine
Cost: 3m; Mins: Survival 1, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
Death’s Lawgiver knows the wilderness, procuring nourishing viands even amidst the
Underworld’s most barren reaches.
The Abyssal rolls ([Perception or Wits] + Survival) to forage for food. The difficulty is set by the
Storyteller based on the terrain the deathknight forages in. Success lets her find enough to feed herself for
a day, plus an additional person for each extra success. Even on a failed roll, or if the Storyteller
determines there is no sustenance available, she is able to somehow find enough food for one person.
Characters who are unfamiliar with the Abyssal gain a Minor Tie toward her if they partake in these
provisions, unless they resist for one Willpower. The affected character’s player chooses whether the Tie
is one of awe, fear, or respect. If the Abyssal uses this Charm or shadowlands or the Underworld, she may
choose to have the living gain a Minor Principle representing fascination with the Underworld instead.
Undead Animals
Undead animals include both the ghosts of animals and the reanimated corpses of
animals. They count as animals for these Charms and other magic, but count as
being magically-enhanced animals.
Maelstrom-Weathering Indifference
Cost: 5m; Mins: Survival 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One day
Prerequisite Charms: None
Across scorching sands and numbing tundra, the Abyssal traveler walks without fear.
The Abyssal ignores environmental penalties on Survival rolls, and doubles 9s on rolls to resist mundane
environmental hazards. She also gains this benefit against supernatural hazards that are similar to perils
found in nature, like a wall of sorcerous flame.
With a Survival 5, Essence 3 repurchase, the Abyssal also subtracts (Stamina) dice from the damage of
such environmental hazards. She can breathe in any environment, including underwater.
Ghost-Stalking Beast
Cost: —(+1m per familiar); Mins: Survival 4, Occult 1, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Fetter the Beast, Spirit-Sensing Meditation
The deathknight’s hunting hounds bay for the souls of the damned.
When the Abyssal uses Spirit-Sensing Meditation (p. XX), she can extend its benefits to any familiars
present in the scene for one mote each.
If the Abyssal knows Corpus-Rending Blow or God-Slaying Torment, she may use them to enhance her
familiar’s attacks.
Monstrosity-Taming Terror
Cost: 10m, 1wp; Mins: Survival 4, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Fetter the Beast
Death’s Lawgiver brings even the fiercest beasts to heel with her terrifying presence and eternal
tenacity.
The Abyssal adds (Essence) automatic successes on a roll to train an animal (Exalted, p. 554) and
shortens the interval for one week. She waives the usual specialty requirements. While using Superior
Predator Style, she ignores penalties for working with wild or hostile animals.
With Survival 5, Essence 3, the Abyssal can train a familiar that she’s enhanced with Fetter the Beast to
teach it a magical ability for two experience points.
Blood-Chilling Caress
Cost: 5m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Dual
Duration: One scene
Prerequisite Charms: Maelstrom-Weathering Indifference (x2), Weeping Sky
Lamentation
Crimson ice is the Abyssal’s blood, and snowflakes are her tears.
The Abyssal’s body becomes unnaturally cold, granting the following benefits:
• Her touch is cold enough to kill, adding (Essence) to the raw damage of unarmed withering
attacks and (Essence/2) damage dice on decisive attacks. An enemy who takes 5+ withering damage or
any decisive damage suffers a −1 environmental penalty on Dexterity rolls from the cold until the end of
his next turn.
• Characters who hit the Abyssal with an unarmed attack suffer (Essence) dice of lethal damage,
ignoring Hardness. This damage inflicts the same penalty as above. Enemies who grapple her suffer this
damage again at the start of each turn.
• She adds (higher of Essence or 3) dice on rolls to resist cold-based environmental hazards. While
using Maelstrom-Weathering Indifference, she doubles 8s against such hazards.
• She can freeze water with a touch, enabling stunts like running along a body of water by freezing
it beneath her feet.
Winter-Queen’s Countenance
Cost: —(+5m, 4i); Mins: Survival 5, Essence 3
Type: Permanent
Keywords: Perilous
Duration: Permanent
Prerequisite Charms: Blood-Chilling Caress
Where the Abyssal walks, winter follows like a train of lace and frost.
The Abyssal can pay a five-mote, four-Initiative surcharge when she uses Blood-Chilling Caress to
manifest an aura of killing cold. This is an environmental hazard that extends out to short range from her,
with difficulty (Wits + 1) and Damage (Essence, maximum 5)L/round. Enemies damaged by it suffer a
−1 environmental penalty on Dexterity rolls from the cold until the end of their next turn.
This aura freezes water and extinguishes mundane flames. Such is its chill that Blood-Chilling Caress’
protection now extends to hazards based on fire or heat, as well as cold-based hazards.
Numinous Shadow-Beast
Cost: 15m, 1wp; Mins: Survival 5, Essence 3
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Beloved Horror Boon, Unslakable Hunger Unleashed
Death’s Lawgiver bestows the Neverborn’s dark blessings upon her familiar, creating a
monstrosity worthy of her awful glory.
The Abyssal’s familiar rolls Join Battle as it undergoes a monstrous transformation. It adds (Abyssal’s
Essence) automatic successes on attack rolls and threaten rolls, and adds (Abyssal’s Essence) to the raw
damage of its attack. It’s immune to fear-based influence. If it has Tiny Creature or Minuscule Size, she
may have it grow beyond them, losing those Merits.
The Abyssal’s familiar also gains additional benefits based of Beloved Horror Boon’s effects she’s
granted it:
Carrion-Eater’s Wisdom: The deathknight may have her familiar’s transformation give it a form in
which it’s capable of speech and fine manual dexterity.
Cadaver-Beast Thews: The familiar adds (Abyssal’s Essence) automatic successes on feats of strength
and adds her Essence to its effective Strength to determine what feats it can attempt. If it has Legendary
Size, it adds (Essence x2) to its effective Strength instead.
Corpse-Hide Resilience: The familiar gains +1 soak for each purchase of this boon it has.
Dread Predator Alacrity: The familiar adds (Abyssal’s Essence) automatic successes on movement
actions.
Endurance Beyond Extinction: Each purchase of this boon subtracts one success from decisive damage
rolls against the familiar.
Lurking Horror Refinement: The familiar adds (Abyssal’s Essence) automatic successes on Stealth
rolls.
Unholy Beast of Slaughter: The familiar adds (Abyssal’s Essence) to its base Initiative.
Wretched Abomination Form: The Abyssal may grant the familiar an additional dot of mutations for
each purchase of this boon. She chooses which mutations are granted each time she uses this Charm.
With an Essence 4 repurchase, the Abyssal may grant her familiar Legendary Size (p. XX), unless it had
the Tiny Creature or Minuscule Size merits. If it already had Legendary Size, it grows even larger, letting
it attack with its natural weapons out to short range and requiring enemies within short range to disengage
to move away from it.
Reset: Once per scene, unless reset when a familiar incapacitates a nontrivial enemy with Unslakable
Hunger Unleashed.
Blizzard of Tears
Cost: —(+10m, 2wp); Mins: Survival 5, Essence 5
Type: Permanent
Keywords: Perilous
Duration: Permanent
Prerequisite Charms: Winter-Queen’s Countenance
Reciting a litany of life’s heartbreaks, the Abyssal makes the clouds to weep tears of deadly ice.
When the Abyssal uses Weeping Sky Lamentation, she may pay a ten-mote, two-Willpower surcharge to
call down disastrous blizzards, deadly hailstorms, and similar natural disasters borne of ice and cold. This
increases the roll’s difficulty by 5. Such perils have the following effects, in addition to any others the
Storyteller deems appropriate:
• The storm is an environmental hazard with difficulty 3, Damage 2L/minute. Trivial characters
without protection from the elements may die instantly, at the Storyteller’s discretion. If the hazard forces
a battle group to make a rout check, it’s made at +3 difficulty.
• Mundane objects left unattended in the storm are severely damaged or destroyed in a matter of
minutes, at the Storyteller’s discretion. Similarly, the frozen downpour may destroy small structures made
of wood or similar materials, while even the largest and sturdiest structures are badly damaged.
• Those caught in the storm suffer a –3 penalty on movement actions and on all vision- and
hearing-based rolls. This penalty subtracts successes instead of dice from Perception rolls.
• Exposed crops are destroyed and soil is rimed with permafrost, making it impossible to sow new
crops for the rest of the story barring magical intervention.
• Bodies of water freeze solid. They won’t thaw until the end of the story, though significant efforts
or powerful magic can break up or melt the ice.
• If a character uses weather-altering magic against the storm, 1s and 2s on his opposed roll
subtract successes.
The Abyssal, her Circlemates, and anyone she guides with Shadowed Paths Unveiled are immune to these
effects.
Reset: Once per story.
• Sunlight has no deleterious effects on the undead or things of the Underworld. It is always
considered night for purposes of shadowlands and similar phenomena associated with death.
• Wild animals that die within the domain are reanimated as undead horrors (p. XX).
• Over the course of the story, a shadowland forms in the domain’s heart — the part of it that’s
furthest from any towns, habitations, or similar developed areas. It spreads up to (Essence x10) miles
outward from the heart, assuming no developed areas impede its spread. The shadowland opens into the
nearest equivalent locale within the Underworld, often a primal afterlife related to death by wild animals,
poisonous plants, or the like. The Abyssal can use Dark Roads of the Dead to travel to this shadowland
without needing a roll.
• If she uses Bleak Marches Wisdom for her domain, she doubles 7s on the roll and completes it
instantly, without needing to scout in advance.
An Abyssal can only have one such domain at a time. If she dies, it endures beyond her death, though it
may then be possible to break it with curse-breaking magic or a sorcerous working at the Storyteller’s
discretion.
Special activation rules: When the Abyssal uses Nightmare-Carving Murmur (p. XX) to reshape land
into a wilderness, she can use this Charm reflexively to claim that territory as her domain.
Thrown
Fatal Precision Technique
Cost: 1m; Mins: Thrown 1, Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: None
The Abyssal deals out death with unerring accuracy.
The Abyssal calculates the accuracy of a withering attack as though she were attacking from close range
(Exalted, pp. 587, 597). When attacking from close range, she instead inflicts a −1 Defense penalty.
Talon-Point Parley
Cost: 3m; Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Fatal Precision Technique
The Abyssal’s arguments are all the more compelling to those who’ve witnessed her deadly
prowess firsthand.
When the Abyssal makes a bargain, threaten, persuade, or read intentions roll roll against an enemy she’s
hit with an attack this scene, he suffers −1 Resolve or Guile against it, or −2 if the attack was unexpected.
If it was an ambush, she also adds a free full Excellency. She also gains this benefit.
If the deathknight’s roll succeeds, her target loses (Abyssal’s Essence) Initiative. This happens even if he
spends Willpower to resist.
With Essence 3, the Abyssal gains the Initiative lost by her target.
Far-Ranging Doom
Cost: 1m; Mins: Thrown 3, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Abyssal’s arm swings with the force of an onager, hurling her weapon to meet its mark
across the battlefield.
The Abyssal extends an attack’s range to long range.
With Thrown 5, Essence 3, she instead extends its range by an additional band, into extreme range.
Gait-Hobbling Icicle
Cost: 4m, 2i; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Frozen Prayer Entombment
The Abyssal’s weapon is rimed with deadly ice, freezing muscle and blood.
If the Abyssal deals damage with a decisive attack, her target can’t take a reflexive move action on his
next turn and increases his mobility penalty by one until the end of that turn. He can still move as a non-
reflexive action, requiring a to take another action. If the target has successfully rushed or disengaged an
enemy, he loses the reflexive movement from it if he takes 3+ damage. This is a crippling effect.
If the Abyssal deals 3+ damage to an airborne target, he also falls to the ground, landing prone. This
doesn’t affect forms of flight that aren’t dependent on wings or similar physical features.
Lightning-Clutching Talon
Cost: 3m; Mins: Thrown 4, Essence 2
Type: Reflexive
Keywords: Clash, Decisive-only
Duration: Instant
Prerequisite Charms: Fatal Precision Technique
With incredible deftness, the deathknight snatches death from the air and returns it to its rightful
place.
The Abyssal clashes a ranged attack by catching its projectile in a free hand, rolling a special (Dexterity +
Thrown) decisive attack. If successful, she catches the incoming projectile and may reflexively ready it,
but doesn’t roll damage or reset her Initiative.
With a Thrown 5, Essence 3 repurchase, the Abyssal can pay a one-Willpower surcharge to flings the
weapon back at her attacker if she wins the clash, reflexively making a decisive attack that automatically
hits and adds the extra level of damage from winning the clash. The Abyssal can retain any Charms or
other effects used to enhance the original attack, but doing so prevents her from using her own magic to
enhance it.
Slaughter-Swift Acuity
Cost: 2m; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: First Blood Impulse
Eager for bloodshed, the Abyssal cuts down her prey before they can even draw their blades.
When the Abyssal rolls Join Battle, she rolls an additional non-Charm die for each 10. If she wins Join
Battle, she may reflexively make a withering or decisive attack against each of up to (Dexterity) enemies.
Slaughter-Swift Acuity is incompatible with Charms from other combat Abilities that enhance Join Battle
rolls.
With a Thrown 5, Essence 3 repurchase, when the Abyssal makes a decisive attack with this Charm, each
9 or 10 on the damage roll adds +1 to her base Initiative upon resetting.
Blood-Spilling Artistry
Cost: 4m; Mins: Thrown 5, Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Fatal Precision Technique, Talon-Point Parley
The deathknight’s blades paint the battlefield crimson as she conducts a symphony of screams.
What other artist could compare?
The Abyssal adds up to (Appearance, Charisma, or Manipulation) 10s on her attack roll as dice of
decisive damage, maximum, (highest Social Attribute) dice. On a surprise attack, each 10 adds two
damage dice.
If the Abyssal’s attack incapacitates a nontrivial foe, enemies and bystanders who witnessed it are
instilled with a Tie of fear toward her if their Resolve is lower than the total damage dealt. With an
appropriate stunt, the deathknight can instill positive Ties with contexts like awe, respect, or infatuation.
Soul-Seizing Laceration
Cost: 4m, 3i; Mins: Thrown 5, Essence 2
Type: Reflexive
Keywords: Perilous, Withering-only
Duration: Instant
Prerequisite Charms: Talon-Point Parley
The deathknight’s foes inch ever closer to despair with each blade that strikes true.
The Abyssal can use this Charm after crashing an enemy with a withering attack. He loses one
Willpower and suffers −2 Resolve for the rest of the scene. While crashed, he increases the cost to resist
the deathknight’s influence by one Willpower.
The Abyssal can use this Charm again while it’s still active to replenish her
flock, up to the usual maximum. She doesn’t commit the cost of
subsequent activations. Once she runs out of raitons, the Charm ends.
Crimson Gala Massacre
Cost: 20m, 1wp; Mins: Thrown 5, Essence 5
Type: Supplemental
Keywords: Decisive-only, Mute
Duration: Instant
Prerequisite Charms: Courtier’s Murderous Contemplation Elegant Murder
Charade, Pitiless Scything Razor
Like a heron spreading its wings wide, the Abyssal unleashes a fan of blades, painting galas
crimson with atrocity while she remains serene at the center.
The Abyssal adds a free full Excellency when she Joins Battle against at least one nontrivial enemy whom
she has interacted with socially within the last day. Before any character takes a turn, she may make a
decisive attack against each enemy who satisfies one of the following conditions:
• She’s succeeded on an inspire, instill, persuade, or read intentions roll against him in the current
scene, or previously during an ongoing social event.
• He’s failed on a roll against her Resolve or Guile in the current scene, or previously during an
ongoing social event.
• He has a positive Major or Defining Tie toward the Abyssal.
• He’s a trivial enemy.
The Abyssal doesn’t need to aim to attack enemies at medium range or beyond. Against enemies with
Initiative lower than the Abyssal’s and trivial enemies, these attacks are ambushes (Exalted, p. 203).
Otherwise, they’re surprise attacks.
The deathknight divides her Initiative evenly, rounded up, among all hit opponents to determine the
damage rolled against them, ignoring Hardness. Trivial opponents suffer her full Initiative in damage, and
aren’t included in the division. Once the attacks are completed, as long as any of them hit a nontrivial
opponent, the Abyssal’s Initiative resets.
Enemies who witness the attacks must roll (Wits + Awareness) at a difficulty of (Abyssal’s Essence +
base Guile), similar to Knives Between Friends (p. XX).. Ambushed enemies automatically fail without
receiving a roll. This is capable of triggerering Pitiless Scything Razor, but only against an enemy the
Abyssal already ambushed in the initial barrage.
If the Abyssal has any attacks banked with Courtier’s Murderous Contemplation, she can unleash them as
part of this onslaught, ignoring that Charm’s once-per-round limit and applying the above benefits to each
attack she makes.
This Charm is incompatible with Charms from other combat Abilities that enhance Join Battle.
War
Atrocity-Directing Gesture
Cost: 3m; Mins: War 2, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: None
Drawing from the bloodstained memories of countless wars that echo across the Underworld,
the Abyssal perfects her tactical genius.
The Abyssal doubles 9s on an order roll.
With War 5, Essence 3, the deathknight can pay a three-mote, three-Initiative surcharge to double 8s.
Fear-Killing Assurance
Cost: 3m; Mins: War 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Atrocity-Directing Gesture
The Abyssal’s soldiers have learned to fear her more than their own death, fighting to the bloody
end.
The Abyssal reflexively makes a rally action, adding (Essence) successes.
Called to Carnage
Cost: 3m; Mins: War 3, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Atrocity-Directing Gesture
Death’s Lawgiver is at home on the battlefield, emboldened by the clash of steel and the cries of
soldiers.
When the Abyssal makes a command action, both she and the targeted battle group gain +1 Defense and
Resolve until her next turn.
Death Is No Respite
Cost: 4m; Mins: War 3, Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: One scene
Prerequisite Charms: Called to Carnage, Forsaken Legion’s General
Slaughtering the living, the Abyssal replenishes the ranks of the damned.
The Abyssal adds one die of decisive damage on attacks against the living. Mortals slain by the Abyssal
will rise at the end of the scene, reanimated as zombies (Exalted, p. 502) with Defining Ties of loyalty to
her that can’t be weakened.
With War 5, mortals slain by battle groups led by the Abyssal are also reanimated.
Janissary-Wraith Conscription
Cost: —(3m per ghost, 1wp); Mins: War 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Death Is No Respite
Binding the souls of slaughtered champions, the Abyssal damns them to glory in her service.
After a scene in which the Abyssal used Death Is No Respite, she gives a speech to the corpses littering
the battlefield, condemning or praising them as she sees fit. She can raise nontrivial mortals as war ghosts
(Exalted, p. 504) instead of zombies, paying three motes per ghost and one Willpower. Alternatively, she
can raise their hungry ghosts (Exalted, p. 503) if her speech appeals to primal passion. They’re still
bound by that Charm’s Tie of loyalty.
Morale-Shattering Cry
Cost: 3m; Mins: War 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Dread Warlord Stratagem
The Abyssal’s war cry is joined by the wails of the dead, breaking the will of her foes.
The Abyssal imposes a −3 penalty on a rout check made by an enemy battle group within long range. For
living battle groups, 1s on the rout check subtract successes. Rally rolls to avoid dissolution suffer the
same penalties.
Alternatively, the Abyssal can enhance a threaten roll or other fear-based influence roll, inflicting −1
Resolve against living targets, or −2 for mortals. She ignores multiple target penalties.
With War 5, Essence 4, the Abyssal gains one Willpower if the battle group suffers dissolution, maximum
once per scene.
All-Consuming Encirclement
Cost: 5m, 1wp; Mins: War 4, Essence 2
Type: Reflexive
Keywords: Dual
Duration: Instant
Prerequisite Charms: Atrocity-Directing Gesture
The deathknight’s forces surround her foes, eager to feed upon suffering and death.
The Abyssal can enact the Pincer Attack stratagem (Exalted, p. 212) when she or one of her allies
empties an enemy battle group’s Magnitude track, or when an allied battle group crashes or incapacitates
a nontrivial enemy. The stratagem’s onslaught penalty is doubled against the enemy targeted by the attack
that triggered this Charm.
If the Abyssal is already fighting under a Pincer Attack stratagem she’s enacted, this Charm instead
doubles its onslaught penalty against all enemies.
Reset: Once per scene.