Abyssal Brawl Charms

by Haren


Cocoon of Icy Embrace Cost-> 4 motes Duration-> Instant Type-> Supplemental Min. Brawl-> 5 Min. Essence-> 3 Prereqs-> Inescapable Iron Grip

The fell and chill power of the Abyssals can do more than just freeze their foes. Their anima fills with a pale blue light and mist which surrounds and forms an icy layer over a foe they are grappling with. As long as the Abyssal controls the clinch, they can convert extra successes up to their Essence into a dice penalty against the foe's Brawl pool (to a minimum of 0). This means an Abyssal could cause extra damage with successes or cause the penalty with dice beyond that needed to control the clinch.

Should the Abyssal decide to drop their current clinch, the penalty remains and half the penalty is considered to be clinch successes as the ice continues to hold tight. Every extra success the victim gets against the ice helps break the cocoon and reduces the penalty by one die. If the dice pool of the target has been reduced to 0, they begin to suffocate as the ice has completely encased them. Then only damage from outside sources or some sort of magical aid can save one so imprisoned. Unless broken, the ice lasts until the end of the scene.


Enflamed Desire's Force
 Cost-> 4 motes
 Duration-> Instant
 Type-> Supplemental
 Min. Brawl-> 4
 Min. Essence-> 3
 Prereqs-> Lashing Tempest Strike

The forces of passion and desire run deep in many of the Exalted. As mortals, they strove for an ideal for these reasons and the terrible power that inhabits them now has only increased such feelings to an almost mad level. This is similar to the ghosts that Abyssals command daily and they too can learn to harness such power into a weapon of dark intent. The Abyssal's vision narrows around the target as their feelings are centered into their fist. With an exhalation of foggy breath, their burning cold power drives into their anima and can strike those who are within their Valor x 5 yards as the anima takes form as it strikes the unwary target. This attack is composed of nothing but mist and the empowered anima of an Abyssal. As such, it is immaterial and can not be blocked by anything unable to affect the immaterial but the power of the blow is still weakened by armor as normal.


Parry Shatting Blow
 Cost-> 3 motes
 Duration-> Instant
 Type-> Supplemental
 Min. Brawl-> 5
 Min. Essence-> 3
 Prereqs-> Five Knife Strike

The strength of the Exalted is a fierce one, able to level mountains if they are wroth. And so, the blocking attempts of those who imitate mere mortals are surpassed as nothing. Any parry attempt against the attack enhanced with this charm has it's difficulty raised by the Abyssal's Essence.


Darkness' Smothering Grasp
 Cost-> 3 motes
 Duration-> Instant
 Type-> Reflexive
 Min. Brawl-> 4
 Min. Essence-> 3
 Prereqs-> Owl Seizes Mouse

When light begins to fail, it and the lesser darkness of the shadows are crushed by the returning darkness. The form of the Abyssal is both obscured and rushed as a wave of dark power erupts carrying him forth into a near melee or hand to hand attacker. They counter with a grab of such speed and crushing power that the attack is aborted before it could be fulfilled. In effect, the Abyssal makes a normal clinch roll that is counted seperately as both a parry (including against lethal attacks) and a countering grasping attack. Also, the Abyssal can let the darkness that carried them go on beyond the counter with a wave. They are able to end the clinch immediately letting the wave throw the victim to the ground or carry them away in a direction of the Abyssal's choice as if ended normally.


Donning Night's Canopy
 Cost-> 5 motes
 Duration-> Instant
 Type-> Reflexive
 Min. Brawl-> 5
 Min. Essence-> 4
 Prereqs-> Darkness' Smothering Grasp

With a speed to rival that of light itself the Abyssal tears forth shadows from their resting places in the world and casts them forth to entrap a foe. Many shadows seek their proper resting place and will grab at whatever substance they might encounter. This attack is treated as a clinch with the extra successes becoming the difficulty of the Dexterity + Brawl roll to regain freedom. The clinch does no damage, is independant of the Abyssal after the attack roll, and is capable only of holding it's victim. It has a range of 5 x Essence and a rate of 3 (though each is paid for seperately), otherwise it is identical to a normal clinch attack made by the user. All people still entangled are freed at the end of the scene.


Bone-Wrenching Grab
 Cost-> 2 motes
 Duration-> Instant
 Type-> Supplemental
 Min. Brawl-> 4
 Min. Essence-> 2
 Prereqs-> Dead Man's Grasp

Abyssals may use their strength to twist and pull bones out of place, making it almost impossible for an opponent to fight back, or even move. In effect, when the Abyssal is in control of a clinch, they may use this Charm, giving into a -1 die penalty to all physical actions for every health level that would have been caused. Note that the damage is all converted into penalties instead of being dealt. This penalty will decrease by one in the same time needed to heal a bashing. This can be concurrant with actually healing bashing damage.


Ravenís Tasteful Tidbits
 Cost-> 4 motes
 Duration-> Instant
 Type-> Supplemental
 Min. Brawl-> 5
 Min. Essence-> 3
 Prereqs-> Bone Shattering Blow

By hardening fingers with death essence, they become like the rigid talons of the raven, and capable of tearing the soft and tasty parts of a victim out (sometimes immediately devoured to add insult to the injury.) The attack does lethal with one difference. With added difficulty and minimum damage done, the Abyssal may tear out some organ of their choice. Castration or gelding is a diff 2, minimum damage of 1. An eye is diff 3, damage of 1. The required rating is at the STís discretion. Should the organ be successfully removed, the victimís damage penalties are doubled till the lethal wounds are healed. The organ does not regenerate without proper magic healing though. Though there is a minimum to do the damage, there is no cap to the maximum done.


Soul-Crushing Clutch
 Cost-> 5 motes, 1 willpower
 Duration-> Until Released
 Type-> Simple
 Min. Brawl-> 4
 Min. Essence-> 3
 Prereqs-> Inescapable Iron Grip, Soul-Eating Strike

With understanding of the intricacies of wrestling and spirits, the Abyssal may attempt to wrestle an incorporeal spirit. By forcing chill death essence into their anima, it hardens and becomes capable of holding an immaterial spirit, both burning and sapping it's strength away. The Abyssal makes a clinch attempt as normal. The differences is that the clinch damage caused by the Abyssal is aggravated to the spirit. The spirit can of course attempt to control the clinch and fight back as any normal material being might. There is another benefit, being that half of all essence spent by the spirit held, feeds back into the Abyssal's own essence. If the Abyssal uncommits the essence for this Charm, it ends at the end of the turn. This Charm has no effect on material spirits of any kind beyond normal clinch effects.


Titan's Wailing Hammer
 Cost-> 6 motes
 Duration-> Instant
 Type-> Extra Action
 Min. Brawl-> 4
 Min. Essence-> 2
 Prereqs-> Owl Seizes Mouse

Sometimes those held by an Abyssal are reluctant to stay there, so an Abyssal who needs to treat them lightly may use this Charm. Whenever they control a clinch, they can choose to activate this Charm. In effect, they use the other held character as a weapon of sorts. They roll their Brawl, and for every success recieve one extra attack with the character as their weapon. The attack is at -1 to accuracy, and does Strength + extra successes in damage to both the "weapon" and the target. The target need not be an animate object. This damage is usually bashing, but Abyssals have been known to target spiked walls or floors to messy (and predictable) results. At the end of their attacks, they can not attempt to cause clinch damage, but can drop or throw the held character, or continue the clinch.


Hideous Strength Skill
 Cost-> 4 motes
 Duration-> One Scene
 Type-> Reflexive
 Min. Brawl-> 4
 Min. Essence-> 2
 Prereqs-> Inescapable Iron Grip, Lashing Tempest Attack

Where some focus on speed, and others on accuracy, the Abyssal with this Charm understands power is all that matters. They have learned to turn their strength into all they truely need in combat. An arm rippling with the steel hard might of the dead is a better barrier than attempts at deflection. A kick moves through a parry as if it was nothing, rather than avoiding it. The Abyssal can use their Strength instead of Dexterity for all Brawl attack and parry rolls while this Charm is in effect.


Sanguine Asphixiation Fist
 Cost-> 3 motes, 1 lethal health level, +2 motes per success
 Duration-> Instant
 Type-> Simple
 Min. Brawl-> 5
 Min. Essence-> 3
 Prereqs-> Blood-Drinking Palm

Expanding on the lessons granted by Blood-Drinking Palm, the Abyssal learns to inject their own blood and necrotic essence into a victim with a vicious strike from their fist. This forceful attack causes the victim's own blood to erupt from their veins and into their lungs. As with Blood-Drinking Palm, the Abyssal must strike bare or clothed skin, and only works on living beings or Fair Folk. For every three post-soak dice of damage, the Exalt can spend 3 motes to turn one into an automatic lethal health level of damage. The die converted to automatic damage can be lethal or bashing. For every level converted in this manner, the victim spends one turn coughing out the blood in their lungs. This renders them unable to do anything but reflexive actions. They can use combos, but only ones with just reflexive Charms. As a side effect, should the Abyssal have Scarlet Venom Technique, for any attack that strikes successfully, the victim has to deal with the effects of that Charm also.

Comments

Oooh, I like Hideous Strength. That's a good idea-> it makes Brawlers a lot more deadly, without necessarily making them hideously powerful. Something like that would make a decent Solar charm too, now that I think about it. - Crowned Sun?

Hm. I'm iffy on Soul Crushing Clutch dealing Agg. I'd prefer it deal Lethal, but possibly inflict temporary Virtue damage on the Spirit as well- that feels both spiffier and... I dunno. I just don't like breaking out the Agg. ->)

On the other hand, Titan's Wailing Hammer is just the Awesome. ->) DS?

Well, I thought about increasing the Essence requirement, but then I remember that Essence 4 can move a city... I have considered possibly moving the Occult Charm up one, but... Virtue Damage would be awesome, but there's one thing, I do want to give spirits a chance to fight back with Charms.

And thanks about Titan's Wailing Hammer, that was the one I wanted up the most! I've seen that one personally, in a way. ^_^ - Haren