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Abyssal Resistance Charms

Buried Within the Limb

  Cost: (+1wp); Mins: Resistance 5, Essence 3; Type: Permanent
  Keywords: Combo-Ok
  Duration: Permanent
  Prerequisite Charms: Wounds Mean Nothing

This charm enhances its prerequisite by enabling the Abyssal to hide their body in some of the gore and matter shed from the use of Wounds Mean Nothing by spending a 1 willpower surcharge. In effect a shell body is left behind which rapidly decays, while the Abyssal reforms elsewhere within half the raw damage of the striking attack in yards (rounded down) and can immediately make a reflexive roll to reestablish surprise with their Essence in automatic successes.

Hidden Soul Qipoth

  Cost: (Passion); Mins: Resistance 6, Essence 6; Type: Permanent
  Keywords: None
  Duration: Permanent
  Prerequisite Charms: Wounds Mean Nothing

With an increased understanding of the ways of Death and mastery of it's power, an Abyssal may escape destruction by placing a vital part of their soul, that which has animated them beyond death's reach, into an object or willing being of Death. Any object of the Underworld will work as well as any object of Creation linked to Death deeply, as long as the Abyssal has ownership of it for even a time. Any Creature of Death that is fully willing (as in uncoerced by any means), may be similarly imbued. In return for their guardianship, their essence pool is calculated as if they had an Essence equal to the Abyssal's and they receive +3 dice to any social action to affect, resist, or understand the Abyssal. It is up to the ST if this is an actual Essence equal to the Abyssal's and would open up Essence 6+ Arcanoi to being discovered by a so imbued ghost. To destroy a being, they must be eliminated permanently.

But, to the mechanics, the Abyssal places one of their Passions into the object or person, which is known as a Qipoth or shell. Should the Qipoth be destroyed, the Abyssal may either let the Passion be rent from their being at no cost OR they can spend a permanent willpower to recall it to their self, otherwise they gain 5 Dissonance and are without that Passion for a week as a new one forms. Should the Abyssal be destroyed by ANY means, as long as one Qipoth exists, they will in (11 - Essence) days appear beside the Qipoth of their choice fully recovered with familiar, but their soul weakened by the experience, reducing their Essence by one.

Spirit Tempered in Suffering

  Cost: --; Mins: Resistance 2, Essence 1; Type: Permanent
  Keywords: Stackable, Tiered
  Duration: Permanent
  Prerequisite Charms: Corpse-Body Resilience x 2

While many Abyssals suffer minor, or forgettable wounds, some few gain a terrible and eternal suffering that becomes a part and parcel of their being. But, in pain, many of these few learn to temper their flesh and minds with a mixture of said pain and the volatile essence of battle.

Simply put, an Abyssal with this charm suffers a -1 wound penalty (in addition to ones from actual wounds) for each time this charm is taken (up to their current Resistance in charm buys) with the caveat that the penalty lasts only when outside of combat. When in combat, this pain becomes a forgettable side effect as their spirit becomes overcharged, fueling incredible feats, granting bonus dice equal to the number of times the charm is taken (as a non-charm increase), and causing them to ignore all lesser or equal pains from rent flesh and broken bone.

Victory or Death

  Cost: (+3 Dissonance); Mins: Resistance 4, Essence 3; Type: Permanent
  Keywords: None
  Duration: Permanent
  Prerequisite Charms: Corpse-Body Resilience x 1, Injury-Absorbing Discipline

Abyssals do not give up, do not surrender. This was shown when they defied Death itself. When an Abyssal reaches the Incapacitated health level with bashing, they can gain 3 Dissonance to stay active for the day, immune to falling down due to bashing, though as normal, more bashing causes lethal damage now. Also, they ignore all wound penalties from bashing damage while this is active. Similarly, when the same happens with lethal damage, they can double the Dissonance gained to stay active, taking 1 aggravated every action (from blood loss) along with other damage all causing aggravated. This continues to cause damage till they are treated or rest or die.

Abyssal Charm Cascade Errata (Resistance)

  • Armor Calling Kata (page 146) changes its Type to Simple (Speed 3). All effort must be uninterrupted, unless the character also has Hauberk-Lightening Gesture in which case the character's armor fades in and out of Elsewhere until it's been fully donned. The character is considered unarmored until the end of the last action in any case. At Essence 3, a second purchase changes the charms Type to Simple (Speed 1, DV -0).
  • Inauspicious Inner Aegis (page 146) has Armor Calling Kata as its prerequisite. It's duration is One Day. The statistics are derived as such: soak = valor x4, hardness = conviction + essence, mobility = 4 - number of negative intimacies at the moment, fatigue = 4 - number of positive intimacies at moment. Both mobility and temperance have a minimum of 0 and are calculated by the number of intimacies being supported through said action of that nature.
  • Ghost Armor Prana (page 146) changes its prerequisite set to None.
Soak & Damage Avoidance
  • Spirit Hardened Frame (page 147) changes its cost to 1m.
  • Resilient Corpse Body (US. 28) changes its Duration to One Day, and adds the following Keywords: Combo-OK, Obvious.
  • Wounds Mean Nothing (page 147). As a point of clarification, this Charm reduces the raw and final damage of an incoming attack or similar phenomenon to zero after all other modifiers and effects. Damage added to an attack after soak is applied, such as by Fire and Stones Strike, cannot harm a character who activates it.