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Abyssal Survival Charms

Braving the Nightmarish Depths

  Cost: (+3m, 1wp); Mins: Survival 5, Essence 3; Type: Permanent
  Keywords: Combo-Ok, Shaping
  Duration: Permanent
  Prerequisite Charms: Surviving the Sunlit Lands

The charm Maelstorm Weathering Indifference is a mighty boon to those in the deadlands, but what of those who travel deeper, where it is not safe to go alone? For them, they can protect others while giving themselves the protection they crave. This charm is activated by spending an additional 3 motes and 1 willpower when activating Maelstorm Weathering Indifference, by imbuing a token or symbol of the dead with power. This token will protect a zone with a radius of Essence x 5 yards by repelling environmental conditions caused, or "natural" around it reshaping the Labyrinth to move dangers of such a nature, or through other stranger means. The Abyssal may leave this zone on their own, but must return to it within a day, lest the charm lose it's protective power. This loss of protection does NOT void the Abyssal's own protection.

Marking the Unliving Ground (needs reworking)

  Cost: (Passion); Mins: Survival 5, Essence 5; Type: Permanent
  Keywords: None
  Duration: Permanent
  Prerequisite Charms: World Denying Invincibility

By flaring their anima to totemic levels, the Abyssal may let his soul flow forth and scar the world itself within an area of (50 x Essence) yards, not just making a mark as it being his, but as being him, at least a part. This allows the Abyssal to make an independent action based upon War, Performance, Presence, Investigation, Occult, Awareness, Linguistics, and Socialize, using any charms they can legally do so to affect those actions. At Survival 6, Essence 6, Martial Arts, Thrown, Survival, Athletics (only lifting and not movement), Larceny, and Bureaucracy are added. These actions may not actively leave the confines of this domain though. All costs for charms, virtue channels, and the like are taken from the Abyssal's Pools. Note: While a part of the Abyssal, this area doesn't need to sleep, does act independently, and so is able to protect the Abyssal while he is on the grounds, even if he is in combat or inactive and unable to protect himself.

Abyssal Charm Cascade Errata (Survival)

  • Dark Paths Found (page 149) may lead a group, but only either to, or once in the Labyrinth, as it is the natural order for things to approach Oblivion.