Back to Abyssal Charms or Midnight Caste

Basic Abyssal Resistance charms

Corpse-Body Technique

  Cost: 2 motes
  Duration: Instant
  Type: Reflexive
  Minimum Resistance: 4
  Minimum Essence: 2
  Prerequisite Charms: Spirit-Hardened Frame

The Abyssal braces for a blow by channeling necrotic essence through his body with this charm, adopting some of the unfeeling nature and resiliency of the corpse for the instant of impact. This charm gives the Abyssal a hardness rating equal to (Stamina + Resistance + Essence) against one attack. Any raw damage (pre-soak) below this value is ignored without rolling minimum damage: the blow has no appreciable effect on the Abyssal, beyond cosmetic damage. Such "bruises" heal after a day, provided the Abyssal get's a good night's sleep, but aren't more than slightly numb in the meantime and cause him no wound penalties. This charm does not work against surprise attacks, but is compatible with armor.

Undying Hekatonkhire Defense

  Cost: 4 motes, 1 willpower
  Duration: One Turn
  Type: Reflexive
  Minimum Resistance: 5
  Minimum Essence: 3
  Prerequisite Charms: Corpse-Body Technique

This charm floods the character's body with necrotic essence, taking upon himself the aspect of the Hekatonkhire -- beings so great that their deaths do not come easily. When this charm is used the character's flesh becomes hard, his eyes shine black and his castemark slowly bleeds. Veins show black through the character's skin, no longer carrying solely blood but also the dark essence of the Labryinth. The Abyssal gains a hardness equal to his Stamina + Resistance + Essence, and is utterly unaffected by any attack that does no inflict at least that much raw damage. Any attack that the Abyssal does not ignore is instead reduced down to minimum damage, equal to the attackers Essence score. It doesn't matter if the attack inflicts 40L or only 13L - they both inflict the same amount of damage.

Other Charms

  • Flowing Wound Defense has either Crimson Petal Armor or Undying Hekatonkhire Defense as its prerequisite.
  • Armor-Calling Kata can call the Abyssals armor from up to (Essence x 15) yards away, even grabbing the armor out of secure chests or off armor dummies.