The nature of the Exalted sets them apart from mortals, and this is doubly true for those blessed and doomed with the Black Exaltation. As such, it is difficult for them to hide them own form as nothing more than another mortal, but those skillful in the ways of disguise can draw the power of death that surrounds them within themselves taking on the visage of their former mortal self.
Appearance is set to two, but can be raised with other charms. By absorbing and hiding the essence of death, social penalties due to resonance is halved. At the same time, Should the Abyssal's anima rise to the aura level (8+ motes) their true nature is revealed and the Charm broken.
Cost-> 3 motes Duration-> Varies, up to a scene Type-> Simple Min. Larceny-> 4 Min. Essence-> 2 Prereqs-> Artful Conjuration Trick
With this Charm, an Abyssal can choose a shadow to project his voice from. He must be able to see it when he activates the Charm, but after that, he need not see it anymore. As long as the Abyssal has their essence commited (up to the end of the scene), they can speak through the shadow. Normally, this is used for a quick use to call someone away, or get them into an advantageous position, but there have been those Day castes who have more creative uses for it.
Cost-> 6 motes Duration-> One Hour Type-> Simple Min. Larceny-> 4 Min. Essence-> 2 Prereqs-> Evidence Erasing Method, Theft of Face
In a most horrific transformation, the Abyssal becomes something seeming almost human, yet terrifyingly not. Scars and markings fade away to leave completely smooth and flawless skin the color of chalk. Their eyes become black orbs, and their voice becomes one hauntingly beautiful yet with a timbre no human can match. They are without hair. In effect, the Abyssal goes to Appearance 0 if seen closely, but they will leave no markings behind. They can not be identified by appearance later, since all take on the same sort of appearance, but it is different from their own.
Cost-> 8 motes Duration-> One Day Type-> Simple Min. Larceny-> 5 Min. Essence-> 2 Prereqs-> Evidence Erasing Method, Encounter Banishing Gesture
Sometimes even the greatest criminals must run, but the Abyssal with this Charm has learned to slow the need to leave quickly, allowing them a time of respite. In most populated areas, there will be another who roughly matches a person's description. The Abyssal can use a quick slashing motion, to throw a piece of tainted essence to infect the being of such a person for themself, causing those chasing him to see this person as their suspect for the duration of the Charm, as their memories and perceptions are slightly warped on seeing the target of the Charm. The player of the Abyssal makes an Perception + Larceny roll at a difficulty set by the ST depending on the chances of someone roughly looking like the Abyssal being in the area. (Note-> Even the more grotesque Abyssals can find a normal mortal, perhaps a maimed and very dirty begger in a street or alley.) This allows the Abyssal to breath easier and gather what they may need or find a new place to hide.
Cost-> 5 motes Duration-> One Turn Type-> Simple Min. Larceny-> 3 Min. Essence-> 2 Prereqs-> Cunning Criminal Style
A Day Caste was once heard as saying, "When there is no body, how could there have ever been a murder?" This Charm is part of the basis of such a saying. There are times when the body of a victim is inconvient, and difficult to dispose of without being seen in the time given. The body is surrounded by the darkness of their anima and quickly decays to dust, which is then carried away by a strange, ghostly wind. This hides the evidence of any misdeed. Other items are left untouched (armor, weapons, etc...)
Cost-> None Duration-> Permanent Type-> Special Min. Larceny-> 2 Min. Essence-> 1 Prereqs-> None
The history of mankind is filled with attempts to negate the boredom and gain a sense of control. One of the most universal of these attemps, that has become a vice, is that of games. Dice, cards, boards... the Abyssal knows them all. Any game that is known in the Underworld, even as the faintest of memories, will be understood by the Abyssal upon perceiving it. The only question is if they could understand the intricacies of the Games of Divinity upon seeing it, but no mortal has had the pleasure of that most sublime of vices. They never suffer increased difficulties from not knowing the rules or intricacies of a game.
Cost-> 10 motes, 1 willpower Duration-> Instant Type-> Simple Min. Larceny-> 3 Min. Essence-> 2 Prereqs-> Cunning Criminal Style, Master of Card and Die
There are not many Abyssals who gamble, but those that do often wish to insure that their opponents pay their bets. As long as all other gamblers, including the Abyssal, in the current game agree to a bet (which can be for non-physical things, like a favor or whatnot) of their own free will, the bet will be enforced. Should anyone refuse to pay what they promised, they will suffer from the Unlucky flaw (rating at a level determined by the ST depending on it's importance.) for the Abyssal's Essence in months or until they pay. There is one difference from the standard flaw, they always find themselves cursed at games of chance, lowering their chances by 10%. Note that as long as a player is not caught cheating, the charm punishes all others as normal.
Cost-> 10 motes, 1 willpower Duration-> Instant Type-> Simple Min. Larceny-> 5 Min. Essence-> 3 Prereqs-> Goad of Dishonorable Welch
Where some Abyssals can encourage people to pay a bet, others can force or take advantage in the death of other players. Simply put, the Abyssal can claim the souls of those who offer their lives or souls up to the game. Anyone who explictly agrees to give their soul or life of their own free will are vulnerable. This includes those who play games that result in the losers death (for example free gladiators, though slaves are not acceptable). If they are not dead, they will die soon after. They will become ghosts and are created as grave good sacrifices, in forms that are idealized with greater Attributes. They have a fetter link to the Abyssal (though can't draw essence from the Abyssal), the Abyssal can draw essence from the ghost, and the Abyssal and ghost know each other's positions. Note that the Abyssal must be playing to use this charm.