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War Charms

Twice Risen Warriors of Death

  Cost: (+5m,1wp); Mins: War 5, Essence 4; Type: Permanent
  Keywords: None
  Duration: Permanent
  Prerequisite Charms: Burning Soul Prowess

The dead do not rest. And in memories they live on, and in them memory lives. This charm calls out the past primal memories of a body's former inhabitant souls. All zombies raised by the Abyssal now are trained (if the surcharge is spent as the charm or spell that raises them is also activated) as if for the Abyssal's (Essence x 2 weeks) with Forging of Death's Footsoldiers, including any potential enhancements by Burning Soul Prowess, enabling the creation of highly skilled zombies.

Abyssal Charm Cascade Errata (War)

  • Arise and Slaughter (page 135) may as an Avatar 3 effect summon any war ghosts loyal to the Abyssal, who may be summoned during the day, but pass back into darkness after the turning of one day in the Calender of Setesh. The number summoned is limited by the numbers who actually serve or are willing to serve the Abyssal (Command and/or Backing).
  • Glorious Carnage Typhoon (page 136) either doubles (or triples against closely gathered troops) the success modifier if positive, or negates a negative penalty when battling a group of troops as a solo unit.
  • Hardened Killer Training Style (page 137) is renamed Forging of Death's Footsoldiers and doesn't destroy intimacies, instead transforming the trainees into Creatures of Death (though they retain their normal respiration of essence) and Darkness.
  • Soul-Numbing Prowess (page 137) is renamed Burning Soul Prowess and loses the negatives of the additional effects. Instead, they may only be accessed if the Abyssal has Mad Fervor Enlightenment and activates it with Burning Soul Prowess (which as a special effect doesn't require a combo and commits the second charm's essence for the duration of Burning Soul Prowess). When this occurs, the trainees are able to negate wound penalties and have perfect morale when in service to their new Passion. Note this is still an Emotion effect.
  • Hive-Mind Horror Tactics (page 136) provides a number of automatic successes in the Order stage equal to their Essence (which is unaffected by the normal charm dice cap), usuable only by Creatures of Death, as their plans are perfectly realized and communicated. This charm's successes may be used by any troop or hero able to be sensed by Allied in Hate Discernment when that charm is activated in the same turn.
  • Omnipresent Overlord Technique targets the same troop gatherings as before, but this time while in use it makes Allied in Hate Discernment an innate action to activate, you are able to act as one of your own heroes through the troops (in return for sacrificing their troop action), and can switch between any applicable groups. The only downside is that you must switch your focus every (6 - max Essence of troops being used, minimum of 1) actions. The hero your troops become has your stats and equipment, as you become almost fully manifest among them. You are not vulnerable if attacked, but you must sacrifice your "additional" action as a hero, dedicating it to your own defense.