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First (Ability) Excellency Essence

Overwhelming
Exalted, pg 183
Cost: 1m per die
Mins: (Ability) 1, Essence 1
Type: Reflexive (Step 1/Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisite Charms: None
PC may invoke this Charm when making a roll based
on the relevant Ability. This Charm adds one die to
that roll for each mote spent. PCs are prohibited from
increasing a dice pool by more than their (Attribute +
Ability). When enhancing static values, PC rolls one
die for each mote spent. Each success on the roll
increases an applicable static value by one. This
Charm cannot be used to create actions and is
incompatible with the Third Excellency.

Second Excellency Essence Triumphant


Exalted, pg 184
Cost: 2m per success
Mins: (Ability) 1, Essence 1
Type: Reflexive (Step 1/Step 2)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisite Charms: None
PC may invoke this Charm when making a roll based
on the relevant Ability. PC spends up to (Attribute +
Ability) motes. This Charm adds one success to a roll
for every 2m spent. Each success purchased is
equivalent to purchasing two dice with the First
Excellency. PC may not add more dice to a pool than
their (Attribute + Ability). When enhancing static
values, each 2m spent increase a static value like a
DV by one. This Charm is incompatible with the
Third Excellency. Fractions of motes are lost.

Third (Ability) Excellency Essence


Resurgent
Exalted, pg 185
Cost: 4m
Mins: (Ability) 1, Essence 1
Type: Reflexive (Step 4/Step 6)
Keywords: Combo-OK, Mirror
Duration: Instant
Prerequisite Charms: None
PC may invoke this Charm after making a roll based
on the relevant Ability. This Charm allows them to
make the roll again, using the new result if the PC
prefers. When enhancing static values, increase the
applicable DV by half the relevant Ability.

Infinite (Ability) Mastery

Ravening Mouth of (Ability)

(Ability) Essence Flow

Exalted, pg 185
Cost: 2m+, 1wp
Mins: (Ability) 4, Essence 3
Type: Simple
Keywords: Mirror
Duration: One scene
Prerequisite Charms: Any (Ability) Excellency
Each 2m committed to this Charm reduces the mote
cost for the first three (Ability) Excellencies of the
relevant Ability by one, to a minimum of 0. At
Essence 3, PC may spend up to 6m on this Charm. At
Essence 4+, PC may spend as many motes as they
like. Discount applies to total expenditures on a given
roll. This Charm and its discount are incompatible
with any effect that invokes the effects of Excellencies
as innate powers rather than as Charms. PC must have
the Excellency in order to invoke it at a discount
through this Charm.

MoEP: Abyssals, pg 122


Cost: 3m
Mins: (Ability) 4, Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any (Ability) Excellency
PC regains one mote for every level of damage the
action or Charm inflicts to sentient beings. PC may
only use one Ravening Mouth of (Ability) Charm if
multiple could apply. Indirect damage also awards
motes, such as health levels paid as part of the costs of
defensive Charms. This Charm only exists for
Archery, Martial Arts, Melee and Thrown. PC cannot
use this Charm to feed through the effects of spells.
Ongoing damage after the initial action (such as from
poison) does not award further motes. PC cannot
game more than 20m during a single action from any
combination of Charms including this Charm.

Exalted, pg 187
Cost: Mins: (Ability) 5, Essence 4
Type: Permanent
Keywords: Mirror
Duration: Instant
Prerequisite Charms: Any (Ability) Excellency
PC may invoke the first three (Ability) Excellencies
as innate powers rather than as a Charm use. PC must
use them in the appropriate manner and obey normal
dice pool maximums. PC must have the Excellency in
order to invoke it as an innate power through this
Charm. This Charm is incompatible with any effect
that reduces the mote cost of the first three (Ability)
Excellencies. PCs using these Charms as innate
powers cannot benefit from any discount.

Apocalyptic Evolution of (Ability)*


DotFA, pg 55
Cost: Mins: (Ability) 5, Essence 5
Type: Permanent
Keywords: Native, Mirror (Divine Transcendence of
[Ability]; DotFA, pg 55)
Duration: Permanent
Prerequisite Charms: None
All Charms within the appropriate Ability reduce their
minimum Ability and Essence ratings by 1 when the
PC attempts to learn them. All subsidiary powers also
lower their Ability and Essence ratings by 1. Charms
retain their original ratings for all other purposes, such
as building Combos. Upon achieving (Ability) 10,
Essence 10, this Charm vanishes and the PC is
refunded its cost.

Pulse of the Prey


MoEP: Abyssals, pg 122
Cost: 3m or 5m
Mins: Archer 4, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (There is No Wind;
Exalted, pg 187)
Duration: Instant
Prerequisite Charms: Any Archery Excellency
This Charm negates all penalties to a single Archery
attack except wound and multiple-action penalties. If
the PC is Essence 3 or higher, they can spend 2m
more and extend the Range of her weapon to their
maximum visibility range.

Supreme Perfection of (Ability)*


DotFA, pg 55
Cost: Mins: (Ability) 5, Essence 5
Type: Permanent
Keywords: Mirror (Supreme Perfection of [Ability];
DotFA, pg 55)
Duration: Permanent
Prerequisite Charms: (Ability) Essence Flow
This Charm alters the cost of Excellencies in the
appropriate Ability. 1st Excellency now costs 1m/2d,
2nd Excellency now costs 1m/success, and 3rd
Excellency now costs 3m. Fractional values are lost.
This discount only applies when the Excellencies are
channeled through (Ability) Essence Flow. This
Charm is incompatible with any other Charm which
provides cost discounts to the Excellencies such as
Infinite (Ability) Mastery.

Demon-Wracking Shout
MoEP: Infernals, pg 147
Cost: 50m, 5ahl
Mins: Essence 5
Type: Simple
Keywords: Blasphemy, Compulsion, Obvious
Duration: Instant
Prerequisite Charms: None
PC shouts, and demons within a 1 mile radius suffer
(Essence) levels of unsoakable aggravated damage.
Those killed join the scream. 1st circle demons that
survive suffer irresistible Compulsion to leave the
area and not return for five days, treating commands
to do so as unacceptable orders. 2nd and 3rd circle
demon survivors may resist this Compulsion for 5wp.
Demons descended from Adorjan cannot resist. All
within the radius suffer Crippling deafness though
Essence users regain hearing at the end of the scene.
Souls of non-Yozi Primordials also suffer unless they
are in non-spirit states of being. This Charm causes
Adorjan to develop an Intimacy of love towards the

Twisting Spiteful Shaft

Flawless Archer Discipline

MoEP: Abyssals, pg 122


Cost: 4m
Mins: Archery 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Pulse of the Prey
This Charm enhances an Archery attack that inflicts
Lethal or Aggravated damage. The projectile cannot
be removed without a diff 3 (Strength + [Athletics or
Medicine]) roll as a miscellaneous action. Energybased attacks function the same. Until removed,
victim suffers (Essence) dice of lethal damage on each
tick the victim acts or once every five seconds out of
combat. This damage bypasses soak and hardness
from armor. Victims suffering from multiple
activations use the highest Essence among the archers
to determine damage, adding one die to the damage
and one to the difficulty of removal for each
activation after the first.

MoEP: Abyssals, pg 122


Cost: 1m, 1wp
Mins: Archery 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Mirror (Accuracy Without
Distance; Exalted, pg 187), Obvious
Duration: Instant
Prerequisite Charms: Pulse of the Prey
PC fires a perfect shot, rolling the attack only to
calculate the amount of damage successes achieved. If
it would have missed, it hits with zero attack
successes. This Charm does not change the rules for
valid targets.

Piercing Ghost Barb

Withering Feathered Maelstrom*

Doom Drawn and Imminent*

MoEP: Abyssals, pg 122


Cost: 6m, 1wp
Mins: Archery 5, Essence 3
Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Pulse of the Prey
PC fires a shot that passes through all objects but their
target. If the attack hits, the projectile materializes,
otherwise it disappears. This Charm negates all
penalties from cover, bypasses all soak except innate
soak, and makes the attack unblockable except to
unarmed parries.

MoEP: Abyssals, pg 123


Cost: 1m or 2m per attack
Mins: Archery 3, Essence 2
Type: Extra Action
Keywords: Combo-OK, Mirror (Trance of
Unhesitating Speed; Exalted, pg 187), Obvious
Duration: Instant
Prerequisite Charms: None
This Charm is a magical flurry of two or more
Archery-based attacks. Each attack costs 1m
including the first. PC may buy up to (Essence + 1)
attacks regardless of the weapons Rate, without
multiple action penalties, and with a DV penalty equal
to the highest penalty for any one attack. Weapons
with a Rate less than 1 spend 2m per shot instead.
This Charm need only be Obvious if the PC exceeds
the normal Rate of the weapon.

MoEP: Abyssals, pg 123


Cost: 3m
Mins: Archery 3, Essence 2
Type: Reflexive
Keywords: Combo-Basic, Emotion, Martial-ready
(Martial Arts, Melee, Thrown), Mirror (Flashing
Vengeance Draw; Exalted, pg 188)
Duration: Instant
Prerequisite Charms: Withering Feathered
Maelstrom
This Charm instantly draws and loads an Archery
weapon either on the PC or stored in Elsewhere.
When used during a Join Battle action, all who beat
the PCs Join Battle roll suffer a -(Archery) internal
penalty on all attacks directed at the PC until the PCs
first action. This is Unnatural Mental Influence that
costs 3wp to dismiss.

Elegant Executioner Stance


MoEP: Abyssals, pg 123
Cost: 5m
Mins: Archery 5, Essence 3
Type: Simple (Speed 4)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Withering Feathered
Maelstrom
This Charm draws and loads any Archery weapon
available. For the scene, whenever the PC makes an
Archery attack on a target within 5yds, extra
successes on attack rolls count twice for determining
raw damage.

Splinter of the Void


MoEP: Abyssals, pg 124
Cost: 2m
Mins: Archery 2, Essence 2
Type: Supplemental
Keywords: Combo-OK, Mirror (Essence Arrow
Attack; Exalted, pg 188), Obvious
Duration: Instant
Prerequisite Charms: None
Add (Essence) to raw damage. PC may apply any
effects they know as often as they like for 2m each.
Additional effects cost 1xp or 2 for 1bp.
Bloodthirsty Arrow: Add two dice to post-soak
damage or reduce targets DV by 1. This effect stacks,
but cant increase damage or reduce DV by more than
(Essence)
Dream-Shattering Spite: Inflict Aggravated damage to
Creatures of the Wyld.
Hundred Paces Bite: If target has an Essence pool,
they lose (Essence)m starting with Personal motes.
Imposition of Agony: Target rolls to resist knockdown.

Banished Bow Arsenal*


MoEP: Abyssals, pg 124
Cost: 1m
Mins: Archery 3, Essence 2
Type: Simple (Speed 3)
Keywords: Combo-OK, Merged (Void Sheath
Technique; MoEP: Abyssals, pg 129), Mirror
(Summoning the Loyal Bow; Exalted, pg 189)
Duration: Indefinite
Prerequisite Charms: Splinter of the Void
PC may hide an Archery weapon in Elsewhere.
Separate committed activations may hide multiple
weapons. Drawing the weapon is a miscellaneous
action.

Iron Sleet Attack


MoEP: Abyssals, pg 125
Cost: 4m
Mins: Archery 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Splinter of the Void
Add (Essence) to the attacks raw damage. Target
loses one dot of Dexterity if the attack inflicts any
damage. Creatures reduced to zero Dexterity cannot
move. Lost dots return at a rate of 1 per minute. This
Charm does not affect automata, the living dead,
ghosts and other creatures immune to extreme cold.

Relic Arrow Method

Exquisite Relic Bow

MoEP: Abyssals, pg 125


Cost: - (1m per attack)
Mins: Archery 3, Essence 2
Type: Permanent
Keywords: Mirror (Phantom Arrow Technique;
Exalted, pg 189), Obvious
Duration: Permanent
Prerequisite Charms: Splinter of the Void
PC creates ammunition out of Essence. Ammunition
can take the shape of any without a Resources cost,
such as broadhead, fowling, frog crotch or target
arrows. This is not considered a Charm activation.

MoEP: Abyssals, pg 125


Cost: 5m, 1wp
Mins: Archery 4, Essence 3
Type: Simple (Speed 5)
Keywords: Mirror (Immaculate Golden Bow;
Exalted, pg 189), Obvious
Duration: One scene
Prerequisite Charms: Relic Arrow Method
PC summons a bow or crossbow (if they have seen
one) of Essence with the following stats:
Spd Acc Dmg
Rate
Range
5
+ (Ess) +(Ess)L
(Ess)
300
(bow)
5
?(+0) +(Archeryx2+Ess) (Ess/2) ? (125)
(crossbow)

Quiver of Souls

Gasp of Dead Gods

Howling Shadows of the Void*

MoEP: Abyssals, pg 125


Cost: 8m, 1wp
Mins: Archery 5, Essence 4
Type: Simple
Keywords: Combo-OK, Mirror (Inexhaustible Bolts
of Solar Fire; Exalted, pg 189), Obvious
Duration: One scene
Prerequisite Charms: Relic Arrow Method
PC can produce arrows or firedust charges at will and
adds one die to normal damage. PC regains 1m
whenever conjured ammunition successfully strikes
an animate being regardless of damage.

MoEP: Abyssals, pg 125


Cost: 5m, 1wp
Mins: Archery 5, Essence 4
Type: Simple (Speed 5)
Keywords: Mirror (Solar Flare Methodology;
Exalted, pg 189), Obvious
Duration: One scene
Prerequisite Charms: Quiver of Souls
PC conjures a firewand of Essence. Shots fired from
this weapon ignore immunity to flame. Weapon never
needs reloading and has the following stats:

DotFA, pg 56
Cost: 5m
Mins: Archery 5, Essence 4
Type: Supplemental
Keywords: Combo-OK, Mirror (Lambent Bolt of
Annihilation; DotFA, pg 56), Obvious
Duration: Instant
Prerequisite Charms: Splinter of the Void
PCs arrow explodes on successful attack to create a
environmental hazard damage effect within (Essence
x 5)yds with the Dmg (Ess)L and Trauma (Ess).
Damage is doubled on structures and PC is immune.
At Essence 5+, undead PC has personally animated
are immune. At Archery 6+, Damage is (Ess x 2)L. A
repurchase at Archery 7+, Essence 7+ lets PC activate
this Charm for 10m and the field is (Ess x 50)yds. At
Archery 8+, Essence 8+ it becomes (Ess x 100)yds.

Spd
5

Acc
+(Ess)

Dmg
+16L

Rate
2

Range
15

Uncanny Extermination Instinct*

Caught in Oblivions Eye*

Raitons Nimble Perch

DotFA, pg 56
Cost: Mins: Archery 5, Essence 5
Type: Permanent
Keywords: Mirror (Golden Artillerist Method;
DotFA, pg 56), Obvious
Duration: Permanent
Prerequisite Charms: Relic Arrow Method
This Charm upgrades its pre-requisite. PC may fire
any ranged weapon; personal-scale weapons with
exotic ammunition or ammunition with a resources
cost are 3m per shot, artillery-scale weapons are 3m,
1wp per shot. If Quiver of Souls is active, such attacks
require 1m per shot or 1m, 1wp per artillery shot.

DotFA, pg 56
Cost: - (+9m, 1wp)
Mins: Archery 7, Essence 7
Type: Permanent
Keywords: Mirror (Boundless Arrow of the
Unconquered Sun; DotFA, pg 56), Obvious
Duration: Instant
Prerequisite Charms: Flawless Archer Discipline
This Charm upgrades its pre-requisite. PC fires one
shot upwards that hits a target wherever they are as
long as both are under open sky at night. PC may
attack only once until they see target again. A
repurchase at Archery 9+, Essence 9+ allows PC up to
5 attacks. A repurchase at Archery 10, Essence 10
allows PC to attack target if both stand in light no
brighter than a moonless night. This may only be used
once without seeing the target again.

MoEP: Abyssals, pg 164


Cost: 3m
Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Graceful Crane
Stance; Exalted, pg 222)
Duration: One scene
Prerequisite Charms: None
This Charm lets the Exalt succeed automatically on
any valid Athletics action to keep balance. PC may
keep footing on any surface at least as strong and
wide as human hair. Treat as a 3 ft wide ledge capable
of supporting 1,000 lbs when determining what
movement and Athletics actions can be taken and
what penalties apply.

Crouching Gargoyle Stance

Effortless Unnatural Grace

Mist Over Ice

MoEP: Abyssals, pg 164


Cost: 4m
Mins: Athletics 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Spider-Foot Style;
Exalted, pg 225), Obvious
Duration: One scene
Prerequisite Charms: Raitons Nimble Perch
PC may stand, walk or run (using Move and Dash
actions) on any surface. This Charm deactivates
whenever the PC moves normally on a horizontal
surface. At Essence 4+, they may reflexively spend
1m/action to move along a horizontal surface without
ending the Charm.

MoEP: Abyssals, pg 165


Cost: - (1m)
Mins: Athletics 5, Essence 3
Type: Permanent
Keywords: Mirror (Perfect Poise Stance; MoEP:
Abyssals, pg 165)
Duration: Instant
Prerequisite Charms: Raitons Nimble Perch
This Charm enhances its prerequisite; Raitons
Nimble Perch no longer counts as a Charm use.
Whenever it is active, PC may spend 1m to negate all
falling damage and automatically succeed on any
attempt to arrest a fall by grabbing onto something
unless there is nothing to grab.

MoEP: Abyssals, pg 165


Cost: 4m
Mins: Athletics 4, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Feather-Foot Style;
Exalted, pg 225)
Duration: One scene
Prerequisite Charms: Raitons Nimble Perch
PC may run or walk on unstable surfaces using Move
and Dash actions as though they weigh no more than a
feather. Stopping and standing on such surfaces
requires success on a diff 2 (Dexterity + Athletics) roll
for each action the PC maintains balance.

On Wings of Night
MoEP: Abyssals, pg 165
Cost: 4m, 1wp
Mins: Athletics 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Mirror (Eagle-Wing Style;
Exalted, pg 225)
Duration: One scene
Prerequisite Charms: Crouching Gargoyle Stance,
Mist Over Ice
PCs anima lifts them into the air, flying until the
scene ends or until they wish to land. They fly at 3x
normal rates but must move at least half normal Move
on every tick or they will have to land and end the
Charm. PC must remain within ([Strength + Athletics]
x 3) yards of any surface. This Charm automatically
deactivates and cannot be reactivated when the PC is
touched by sunlight.

Corpse-Might Surge*
MoEP: Abyssals, pg 165
Cost: 3m per point
Mins: Athletics 3, Essence 2
Type: Simple
Keywords: Combo-OK, Dusk, Mirror (Increasing
Strength Exercise; Exalted, pg 225), Obvious,
Stackable
Duration: One scene
Prerequisite Charms: None
PC buys 1 dot of Strength for each 3m spent. No
combination of Charms that includes this Charm can
increase the PCs Strength by more than (Essence).
This bonus is treated as dice granted by Charms.

Spider Pounce Technique*


MoEP: Abyssals, pg 165
Cost: 3m
Mins: Athletics 1, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Monkey Leap
Technique; Exalted, pg 223)
Duration: One scene
Prerequisite Charms: None
For the duration, PC may jump with a Move action
instead of a Miscellaneous action. The lengths of all
jumps are doubled. While this Charm is active, PC
may reflexively jump only once per action on their
action tick. This does not replace their Move action
and they may still only Jump once per action.

Earth-Forsaking Stance*
MoEP: Abyssals, pg 165
Cost: 2m
Mins: Athletics 4, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Soaring Crane Leap;
Exalted, pg 223)
Duration: Until next action
Prerequisite Charms: Spider Pounce Technique
For the duration, PC can jump with a Move action
instead of a Miscellaneous action and multiplies the
length of all jumps by 5. This is not cumulative with
the bonus of Spider Pounce Technique. This Charm
enables the PC to make a Jump action reflexively on
their action tick, not in place of a Move action. PC
may only Jump once per action.

Headstones Flung Like Pebbles*

Falling Scythe Attack*

MoEP: Abyssals, pg 165


Cost: 3m
Mins: Athletics 5, Essence 4
Type: Supplemental
Keywords: Combo-OK, Dusk, Mirror (Hill-Hurling
Might; MoEP: Abyssals, pg 165)
Duration: Instant
Prerequisite Charms: Corpse-Might Surge
This Charm enhances throwing large objects as
attacks. Add +5 to PCs (Strength + Athletics) total for
the purposes of determining what can be thrown as a
weapon. Multiply the attacks base Range by 10.
Increase the attacks Accuracy to +3 instead of -3. If
the attack hits a being smaller than the projectile, they
fall prone beneath it and must lift it as a
Miscellaneous action before rising or moving. Target
receives full cover while thus pinned. This Charm
may only supplement Thrown attacks using
appropriate improvised projectiles.

MoEP: Abyssals, pg 166


Cost: 3m, 1wp
Mins: Athletics 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Dusk, Mirror (Thunderbolt
Attack Prana; Exalted, pg 223), Obvious
Duration: Instant
Prerequisite Charms: Any Athletics Excellency
This Charm enhances a chosen signature attack move.
If the PC receives mechanical benefits such as extra
movement from an Athletics action, then it must be
included in the current flurry. This Charm grants 1
bonus success on the attack in Step 3 and doubles the
post-soak damage of the attack in Step 7. This Charm
is permitted to supplement actions of other Abilities.
New signature moves may be purchased for 1xp or 2
for 1 bp

Shadow Races the Light*


MoEP: Abyssals, pg 166
Cost: 3m
Mins: Athletics 2, Essence 1
Type: Reflexive
Keywords: Combo-OK, Dusk, Mirror (Lightning
Speed; Exalted, pg 224)
Duration: One scene
Prerequisite Charms: Any Athletics Excellency
This Charm increases the distance covered with a
Move or Dash action by +(Athletics)yds. PC may
increase this further with Athletics Excellencies,
spending motes to increase the static rating of her
(Dexterity + Athletics).

Stepping Outside Existence

Oblivions Triumph*

MoEP: Abyssals, pg 166


Cost: 10m, 1wp
Mins: Athletics 5, Essence 4
Type: Simple (Dramatic Action)
Keywords: Avatar (1), Combo-OK, Mirror
(Mountain-Crossing Leap Technique; Exalted, pg
223), Obvious, Shaping
Duration: Instant
Prerequisite Charms: Earth-Forsaking Stance
PC leaps and vanishes into a vortex of darkness. For
5min, they do not exist and experience the journey
between 2 points as a ST-controlled Whispers vision
showing something they would rather not see. When
they re-enter existence, they appear at the desired
destination that they have previously observed and
that is within (Essence x 5) miles of where they
started. This Charm does not teleport the PC into solid
objects, but spits them out at the closest permitted
point to their intended destination. This Charm does
not work during the day.

DotFA, pg 63
Cost: 7m
Mins: Athletics 5, Essence 5
Type: Supplemental
Keywords: Combo-OK, Mirror (Unconquered Might;
DotFA, pg 63), Obvious
Duration: Instant
Prerequisite Charms: Corpse Might Surge
This Charm perfectly supplements a feat of strength to
break an object or shatter an obstruction. At Athletics
6+, Essence 6+, PC may destroy magical artifacts for
+1wp. This Charm then becomes Simple (Spd
[Artifacts rating] Long ticks, DV -3). N/A Artifacts
are immune to this Charm as are indestructible
objects.

Swifter Than a Scream*

Superior Weapon Body

Death Draws Near*

DotFA, pg 63
Cost: 7m, 1wp
Mins: Athletics 7, Essence 7
Type: Simple (Speed 4)
Keywords: Combo-OK, Dusk, Mirror (Speed of
Light Approach; DotFA, pg 63), Obvious
Duration: One scene
Prerequisite Charms: Death Draws Near
This Charm doubles all movement rates so long as the
PC moves under their own power. PC is impossible to
target while making a Move, Dash or Jump action
unless the attack succeeds at a reflexive (Perception +
Awareness) roll, diff (Dexterity). PC may be targeted
normally during any tick where they take an action
other than Move, Dash or Jump. A repurchase at
Athletics 7+, Essence 7+ triples the PCs movement
rates and allows Move, Dash and Jump actions to
count as opportunities to re-establish surprise.

Ink Monkeys, Vol 8


Cost: 1
Mins: Athletics 5, Essence 3
Type: Permanent
Keywords: Mirror (Glorious Temple Body; Ink
Monkeys, Vol 8)
Duration: Permanent
Prerequisite Charms: Corpse-Might Surge, Shadow
Races the Light, Spider Pounce Technique
PC gains the following benefits, none of which are
considered dice added by Charms:

Add (Essence) to (Strength + Athletics) total for


feats of Strength

Add (Essence) yds to base movement and dash

Add (Essence) yds to vertical jump and (Essence


x 2) yds to horizontal jump.

Scroll of Errata, pg 113


Cost: 3-7m or 8m, 1wp
Mins: Athletics 5, Essence 5
Type: Reflexive
Keywords: Combo-OK, Dusk, Mirror (Godspeed
Steps; Scroll of Errata, pg 113), Obvious
Duration: Instant
Prerequisite Charms: Shadow Races the Light
PC may travel up to (Essence x 10)yds for 3m,
(Essence x 20)yds for 4m, (Essence x 40)yds for 5m,
(Essence x 60)yds for 6m, (Essence x 100)yds for 7m
and up to 1 mile for 8m, 1wp with a normal Move
action. PC must cross the intervening distance. If the
PC encounters an insurmountable barrier, they are
refunded a partial cost for the distance not traveled.
This Charm may be activated no more than once per
action.

Nowhere is Safe
Thousand Correct Actions, pg 87
Cost: 3m
Mins: Athletics 3, Essence 4
Type: Reflexive
Keywords: Combo-OK, Mirror (Flying Faith Legion;
Thousand Correct Actions, pg 87), Obvious, War
Duration: One scene
Prerequisite Charms: Any Athletics Excellency
PC may activate this Charm up to (Essence + 1) times
per scene. While active, all Athletics Charms the PC
knows gain the Leader keyword unless the Storyteller
deems that their effects solely relate to qualities a
complementary unit lacks. This Charm only works on
units comprised only of creatures of death.

Superior (Sense) Focus


MoEP: Abyssals, pg 166
Cost: 3m
Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Keen [Sense]
Technique; Exalted, pg 225)
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
This Charm is actually 3 Charms, one that heightens
sight, one that heightens hearing and touch, and one
that heightens smell and taste. This Charm gives 2
bonus successes on Awareness actions using the
relevant senses, giving them senses sharper than
normal humans.

Entropic Awakening of (Sense)


MoEP: Abyssals, pg 166
Cost: 2m
Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Unsurpassed [Sense]
Discipline; Exalted, pg 226)
Duration: One scene
Prerequisite Charms: Appropriate Superior (Sense)
Focus
This Charm is actually 3 Charms, one that heightens
sight, one that heightens hearing and touch, and one
that heightens smell and taste. This Charm doubles the
PCs successes before subtracting any external
penalties. If the PC uses this Charm with the
appropriate Superior (Sense) Focus, it stacks.

Piercing Gaze of the Unmaker

Void Stares Back

Ominous Portent Method

MoEP: Abyssals, pg 167


Cost: 12m, 1wp
Mins: Awareness 5, Essence 5
Type: Reflexive
Keywords: Avatar (1), Combo-OK, Mirror (Eye of
the Unconquered Sun; Exalted, pg 226), Obvious
Duration: One scene
Prerequisite Charms: Entropic Awakening of Sight
PC can see any location in (Essence) miles by looking
directly at it unless it is warded from scrying. The
PCs eyes glow while this Charm is in use. Anybody
being spied on by the PC feels watched if they
succeed on a reflexive (Perception + Occult) roll at
diff 5.

MoEP: Abyssals, pg 167


Cost: 3m (2xp)
Mins: Awareness 3, Essence 2
Type: Simple
Keywords: Combo-OK, Obvious, Taint
Duration: Indefinite
Prerequisite Charms: None
PCs eyes bleed to black. Enemies who look at their
eyes see their death. PC can see perfectly in the dark
without any penalties or reduction in visibility. This
Charm has no effect on fog or other visual
obstructions. The Taint drawback is that the PCs eyes
become painfully sensitive to direct sunlight within
Creation, imposing -1 internal penalty to all nonreflexive actions unless they close their eyes.

MoEP: Abyssals, pg 167


Cost: Mins: Awareness 5, Essence 2
Type: Permanent
Keywords: Avatar (2), Mirror (Surprise Anticipation
Method; Exalted, pg 226)
Duration: Instant
Prerequisite Charms: None
PC hears a warning hiss when in mortal peril; this
identifies the threat and warns of an incoming
unexpected attack, to avoid sipping from a poisoned
cup or to otherwise escape death by taking a single
critical action. PC must have a remote possibility of
detecting the threat on their own or they fail to
understand the warning in time. This Charm does not
function while the PC has more than (10 Essence)
Resonance.

Essence Engorgement Technique*

Calculated Avarice Understanding

Eloquent Example Inspiration

MoEP: Abyssals, pg 157


Cost: Mins: Bureaucracy 5, Essence 3
Type: Permanent
Keywords: Merged (War, Performance Lore,
Larceny), Mirror (Immanent Solar Glory; Exalted, pg
218), Native, Obvious
Duration: Indefinite
Prerequisite Charms: None
Each purchase of this Charm grants a secondary pool
of 10m of peripheral Essence that can be filled using
the PCs innate bite attack, by terrorizing or harming a
town, army, organization or other social or military
unit. Every hour spent allows the PC to recover (the
units Magnitude)m. This Essence cannot be
committed to an artifact. This Charm may be
purchased up to (Essence) times. This Charm is
available in the War, Performance, Lore, and Larceny
Abilities. Each purchase of this Charm counts towards
the maximum of (Essence) purchases.

MoEP: Abyssals, pg 172


Cost: 1m
Mins: Bureaucracy 1, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (Frugal Merchant
Method; Exalted, pg 230)
Duration: Instant
Prerequisite Charms: None
This Charm gives the PC a perfect awareness of an
objects quality and condition for the purposes of
estimating its monetary value. Add 1 bonus success to
haggling if their opponent is honest (and using
Charisma) or 3 bonus successes if the opponent is
dishonest (and using Manipulation).

MoEP: Abyssals, pg 172


Cost: 8m
Mins: Bureaucracy 3, Essence 2
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Emotion, Mirror (Speed the
Wheels; Exalted, pg 231), Obvious
Duration: Varies
Prerequisite Charms: Any Bureaucracy Excellency
PC executes a member of a Magnitude 3+
organization she leads. PC rolls (Manipulation +
Bureaucracy + Essence) at diff (Magnitude). Success
speeds all projects by x(Bureaucracy) for (successes)
days with a minimum of 1 day and counts as a scene
building an Intimacy of fear of the PC. Failure
decreases the Magnitude of the organization by 1
from desertions. Repeated uses impose a -1
cumulative internal penalty to the roll. Each month
that goes by reduces this penalty by 1 die.

Accursed Overlord Authority

Cunning Subversion Style

Caustic Hatred Diatribe

MoEP: Abyssals, pg 173


Cost: Mins: Bureaucracy 4, Essence 3
Type: Permanent
Keywords: Obvious
Duration: Permanent
Prerequisite Charms: Eloquent Example Inspiration
PC may make social attacks on unintelligent creatures
of Death, which respond as though they have
Intelligence 1 and share a common language. They
follow the exact wording of the more complex orders
and will not attack the PC unless another magical
being directly commands them to do so.

MoEP: Abyssals, pg 173


Cost: 3m
Mins: Bureaucracy 3, Essence 2
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror (Indolent Official
Method; Exalted, pg 232)
Duration: Indefinite
Prerequisite Charms: Any Bureaucracy Excellency
This Charm targets an organization with a member the
PC has interacted with in the last month of Magnitude
(Bureaucracy x 2) or less. PC rolls ([Intelligence or
Charisma] + Bureaucracy) + (Essence) successes at
diff 1. If the person in charge of the affected project
wants speedy resolution, subtract ([their Intelligence +
Bureaucracy]/2) successes. PC is aware of opposition.
On a success, project completion time is multiplied
x(PCs Essence +1) to a minimum of (Essence) more
hours. If the project has begun, apply (Essence)
external penalty to attempts to make progress.

MoEP: Abyssals, pg 173


Cost: 3m
Mins: Bureaucracy 3, Essence 3
Type: Supplemental
Keywords: Combo-OK, Mirror (Foul Air of
Argument Technique; Exalted, pg 232)
Duration: Instant
Prerequisite Charms: Cunning Subversion Style
This Charm supplements a deliberate attempt to
sabotage an organizations operation. PC rolls
(Manipulation + Bureaucracy) + (Essence) successes
against ([the leaders Intelligence + Bureaucracy]/2).
On a success, the organization suffers a permanent
increase in corruption that imposes -2 internal penalty
on all actions. This can be applied repeatedly to a
single bureaucracy, but no combination of Charms
including this one can impose more than
(Manipulation + Bureaucracy) internal penalties.

Regime-Toppling Lord of Misrule

Iron Tyrant Reign

Systematic Demolition Exercise

MoEP: Abyssals, pg 174


Cost: 8m, 1wp
Mins: Bureaucracy 4, Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Accursed Overlord Authority,
Caustic Hatred Diatribe
PC interacts with organization, curses with obvious
corruption. Roll (Wits + Bureaucracy) at diff (leaders
DMDV + [Magnitude]/2). On success, increase
project completion time (x2 1st week, x3 2nd, etc.),
impose cumulative -1i to make progress on all
projects. When multiplier and internal penalty max at
(Bureaucracy), completing tasks takes min
(Bureaucracy) hrs. Military units lose Drill (min 0)
instead of internal penalty. Leader can spend Loyalty
to force faster work on a project: 1pt counters 1
increment of delay and penalty. Spending ([PCs Wits
+ Bureaucracy + Essence] +Magnitude) Loyalty

MoEP: Abyssals, pg 174


Cost: Mins: Bureaucracy 5, Essence 4
Type: Permanent
Keywords: Compulsion, Emotion, Obvious
Duration: Permanent
Prerequisite Charms: Regime-Toppling Lord of
Misrule
Characters with an Intimacy of fear to the PC cant
knowingly take actions that would harm the PC or
lessen their fear unless they pay 1wp to overcome this
Charms UMI for 1 scene. This Compulsion forces
characters to resist social attacks with their best
mental defenses if those attacks would make them
take prohibited actions. Even if they can take those
actions, they are at an internal penalty of (PCs
Essence).

MoEP: Abyssals, pg 151


Cost: 5m
Mins: Craft 5, Essence 2
Type: Simple (Dramatic Action)
Keywords: Comb-OK, Mirror (Shattering Grasp;
Exalted, pg 212)
Duration: One scene
Prerequisite Charms: Any Craft Excellency
This Charm is a dramatic action taken to disassemble
an object or structure in a harmless or destructive
manner (PCs choice). This takes (8 - Essence)
minutes to a minimum of 3 minutes. Add (Craft x 2)
to the PCs (Strength + Athletics) pool to determine
what they can break on the Feat of Strength table. PC
may take apart larger structures in smaller chunks,
taking (8 Essence) hours to a minimum of 3 hours to
do so. PC cannot demolish anything larger than a
castle or village with a single invocation of this
Charm.

All-Consuming Entropy Attack


MoEP: Abyssals, pg 151
Cost: 5m, 1wp
Mins: Craft 5, Essence 3
Type: Simple (Speed 4, Dv -1)
Keywords: Combo-OK, Obvious, Shaping, Touch
Duration: Instant
Prerequisite Charms: Systematic Demolition
Exercise
PC touches a non-magical, inanimate object as large
as a suit of armor or a sledge. Objects on a person
benefit from their DVs. The object dissolves in
seconds.

Annihilating Gaze

Fault-Finding Scrutiny

MoEP: Abyssals, pg 151


Cost: Mins: Craft 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: All-Consuming Entropy
Attack
This Charm upgrades its prerequisite, allowing it to
work on objects the PC cannot touch up to (Essence x
100) yds with a (Perception + relevant Craft) roll as
the attack roll. PC may change the duration of AllConsuming Entropy Attack to Indefinite by
committing the Essence spent on the attack. This
effect delays the decay until commitment is
reflexively withdrawn.

MoEP: Abyssals, pg 151


Cost: 2m
Mins: Craft 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Craft Excellency
This Charm supplements a physical attack, letting it
ignore the soak of non-magical objects or making the
attack piercing against a magical target. If the attack
already inflicts piercing damage, halve the reduced
soak value.

Eternal Embalming Preparation


MoEP: Abyssals, pg 151
Cost: 3m
Mins: Craft 3, Essence 2
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Touch
Duration: Varies
Prerequisite Charms: Fault-Finding Scrutiny
Targets of this Charm become immune to non-magical
sources of corrosion, rust, rot, weathering and any
other manifestations of entropy. Targets gain Hardness
equal to their soak against magical sources of entropy,
such as pyre flame or Abyssal Charm magic. This is
permanent for inanimate objects and lasts five
maintenance cycles on walking dead or war machines.
Inactivity of the latter multiplies the time between
maintenance by 10. This Charm cannot affect the
living.

Frenzied Forge Within


MoEP: Abyssals, pg 152
Cost: 10m, 1wp
Mins: Craft 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Spectral, Touch
Duration: Varies
Prerequisite Charms: Fault-Finding Scrutiny
PC may accomplish (Essence x 5) hours of work to
build or repair a destructive item in 1 hour. PC needs
no tools, broken pieces may be joined seamlessly.

Soul-Forging Fury
MoEP: Abyssals, pg 152
Cost: 3m
Mins: Craft 5, Essence 3
Type: Simple (Dramatic Action)
Keywords: Avatar (1), Obvious, Touch
Duration: Varies
Prerequisite Charms: Frenzied Forge Within
PC touches a ghost and commits 3m to it. Ghost is
then beaten for ghosts (Willpower + Essence)
minutes without any interruption. Ghost is then
hammered into soulsteel. Ghost must be corporeal
with respect to the PC during this process. 1 ghost is
needed for every 10 successes required for the design
of an artifact (round up).
At Essence 5+, PC may use this Charm to forge gods
of Essence 3 or less into starmetal. This takes gods
(Willpower + Essence) hours and requires the same
amount of gods as it takes ghosts to make soulsteel.

World-Slaying Arsenal Epiphany

Flitting Shadow Form

Flickering Wisp Technique

MoEP: Abyssals, pg 153


Cost: Mins: Craft 5, Essence 5
Type: Permanent
Keywords: Avatar (3), Mirror (Wonder-Forging
Genius; Oadenols Codex, pg 29)
Duration: Permanent
Prerequisite Charms: Craft Essence Flow, Frenzied
Forge Within
This Charm lowers the minimum Craft, Lore,
Medicine and Occult requirements to build or repair
destructive artifacts by one dot to a minimum of 1 dot
for required Traits. This Charm also reduces the total
dots needing to be allocated among Craft, Lore and
Occult to design Abyssal manses by 3. This Charm
may be repurchased twice.

MoEP: Abyssals, pg 168


Cost: 1m
Mins: Dodge 3, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Shadow Over Water;
Exalted, pg 227)
Duration: Instant
Prerequisite Charms: None
PC ignores all penalties that apply to their DDV when
resolving an attack. Their DDV is still 0 if it is
inapplicable. The attack appears to have gone through
the PC.

MoEP: Abyssals, pg 168


Cost: 3m
Mins: Dodge 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Dusk, Mirror (Seven
Shadow Evasion; Exalted, pg 227), Obvious
Duration: Instant
Prerequisite Charms: Flitting Shadow Form
PC activates this Charm in response to an attack that
is not unexpected. PC unnaturally dissolves out of the
path of an attack, perfectly dodging that attack. The
PC appears somewhere within (Essence)yds that they
could have reached through normal movement. This
Charm has one of the four Flaws of Abyssal
Invulnerability.

Uncanny Impulse Evasion

Untouchable Phantom Mien

Foe-Shaming Defense

MoEP: Abyssals, pg 168


Cost: 1 Resonance
Mins: Dodge 3, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Dusk, Mirror (Reflex
Sidestep Technique; Exalted, pg 227)
Duration: Instant
Prerequisite Charms: None
PC invokes this Charm in response to an unexpected
attack, making that attack no longer unexpected. PC
may use their DDV and if it is applicable. This Charm
adds a point of Resonance to the PCs total.

MoEP: Abyssals, pg 168


Cost: 5m, 1wp
Mins: Dodge 5, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Flow Like Blood;
Exalted, pg 227), Obvious
Duration: One scene
Prerequisite Charms: Any Dodge Excellency,
Flickering Wisp Technique, Uncanny Impulse
Evasion
For the duration, PC does not suffer from onslaught or
coordinated attack penalties.

MoEP: Abyssals, pg 168


Cost: 3m
Mins: Dodge 3, Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-OK, Dusk, Counterattack, Mirror
(Leaping Dodge Method; Exalted, pg 227), Obvious
Duration: Instant
Prerequisite Charms: Flitting Shadow Form
After using DDV to defend against an attack, this
Charm lets the PC leap away from their opponent up
to ([Strength + Dodge] x 3)yds vertically or twice that
horizontally. PC chooses the direction and distance so
long as it is away from the attacker. This Charm is
treated as a counterattack though the jump is not
hostile. It reduces the PCs DV by 1, cant be used
with a counterattack, and is resolved in Step 9.

Thousandfold Shadow Dance*


DotFA, pg 64
Cost: - (+3m or +3m, 1wp)
Mins: Dodge 5, Essence 4
Type: Permanent
Keywords: Dusk, Mirror (Refinement of Flowing
Shadows; DotFA, pg 64)
Duration: Permanent
Prerequisite Charms: Flickering Wisp Technique
This Charm enhances its prerequisite. PC may pay
+3m to extend Flickering Wisp Techniques duration
to one tick. At Essence 5+, PC may extend the
duration of perfect dodging to one action for +3m,
1wp.

Shadow Fades at Dawn*

Undying Stagnation Defense

DotFA, pg 64
Cost: - (+4m)
Mins: Dodge 5, Essence 5
Type: Permanent
Keywords: Dusk, Mirror (Divine Witness of Utter
Safety; DotFA, pg 64)
Duration: Indefinite
Prerequisite Charms: Flickering Wisp Technique,
Foe-Shaming Defense
PC may pay +4m when activating Flickering Wisp
Technique to avoid attacks which damage all with an
area of effect. This dodge leaves them at the nearest
safe edge of the effect if that is within 50 yds
regardless of obstacles. PC may carry out consenting
characters they are protecting with Defend Other
actions at the time this Charm is activated. At Dodge
6+, Essence 6+ PC may carry them as far as necessary
to leave the area of effect.

MoEP: Abyssals, pg 138


Cost: 5m, 1wp
Mins: Integrity 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Integrity-Protecting
Prana; Exalted, pg 199)
Duration: One day
Prerequisite Charms: None
This Charm protects the PC against Shaping effects
that directly alter their mind, body, spirit or traits. This
includes instantaneous Shaping effects and any new
alterations caused by long-term Shaping effects. This
Charm also protects the PC against any undodgeable,
unblockable Shaping attacks. This Charm does not
protect against miscellaneous dangers of being in the
Wyld.

Eternal Enmity Approach

Five Hearts Hatred

Blood Before Surrender

MoEP: Abyssals, pg 139


Cost: Integrity 3, Essence 1
Mins: Permanent
Type: Mirror (Righteous Lion Defense ; Exalted, pg
199)
Keywords: Permanent
Duration: None
Prerequisite Charms: None
PC chooses one of their Intimacies of hatred or
destruction when purchasing this Charm. Treat mental
influence to work against their desire to destroy this
Intimacy as an unacceptable order (see Exalted, pg
180). If the Intimacy is abandoned or becomes
obsolete, this Charm stops working until a new story
begins and the PC chooses a new Intimacy to apply it
to. Shifting this Charm to a new Intimacy at any time
costs 1xp. This Charm can be repurchased once to
apply to a second Intimacy. If the PC dies, this
Intimacy is carried forward into their next incarnation.

MoEP: Abyssals, pg 139


Cost: 4m, 1wp
Mins: Integrity 3, Essence 2
Type: Simple
Keywords: Combo-OK, Mirror (Unhesitating
Dedication; Exalted, pg 202), Stackable
Duration: Indefinite
Prerequisite Charms: Eternal Enmity Approach
PC may instantly establish an Intimacy of hate and
may treat this as an additional Motivation with all the
benefits and drawbacks. PC may invoke this Charm
repeatedly but can only benefit from up to
(Conviction) additional Motivations

MoEP: Abyssals, pg 139


Cost: 1lhl per 1wp
Mins: Integrity 4, Essence 2
Type: Reflexive
Keywords: Mirror (Spirit-Maintaining Maneuver;
Exalted, pg 201), Social
Duration: Instant
Prerequisite Charms: Any Integrity Excellency
PC may pay levels of lethal damage instead of wp to
resist mental influence or Virtue compulsions. PC
may mix payment between wp points and hl lost to
pay for resisting. PC gains no Resonance for resisting
unnatural mental influence with hl rather than wp.
Damage manifests however the PC chooses.

Heart of Darkness
MoEP: Abyssals, pg 139
Cost: 6m
Mins: Integrity 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Avatar (1), Combo-OK, Mirror
(Temptation-Resisting Stance; Exalted, pg 200),
Social
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
This Charm adds (Whispers) to Dodge MDV.

Lesser Horrors Scorned


MoEP: Abyssals, pg 140
Cost: 5m
Mins: Integrity 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Avatar (1), Combo-OK, Mirror (Elusive
Dream Defense; Exalted, pg 200), Obvious, Social
Duration: Instant (Story)
Prerequisite Charms: Heart of Darkness
PC perfectly negates any mental influence, their
anima briefly flashing with power. Against direct
unnatural mental influence from someone solely
targeting and currently interacting with the PC, the
attacker suffers a Resonance eruption of (Essence/2),
round down. This is not an optional effect. Perfect
mental defenses can work against this effect.

Freedom in Slavery Understanding


MoEP: Abyssals, pg 140
Cost: - (1ahl, variable wp)
Mins: Integrity 5, Essence 4
Type: Permanent
Keywords: Avatar (3), Obvious, Social
Duration: Instant
Prerequisite Charms: Lesser Horrors Scorned
PC may invoke this Charm to free themselves from all
Compulsion, Servitude and Illusion effects on them.
PC may ignore mental influence that would prevent
them from using this Charm.

Faithful Killers Reprieve

Immortal Malevolence Enslavement

Unconquered Heros Faith

MoEP: Abyssals, pg 140


Cost: Mins: Integrity 4, Essence 3
Type: Permanent
Keywords: Avatar (1)
Duration: Instant
Prerequisite Charms: Any Integrity Excellency
PC may choose to forfeit willpower regained through
sleep and reduce Resonance by one point per point of
wp they forfeit. PC may also use 3 die stunts that
directly further the cause of Oblivion to reduce
Resonance by 1 point. Eclipse castes cannot learn this
Charm.

MoEP: Abyssals, pg 140


Cost: Mins: Integrity 5, Essence 5
Type: Permanent
Keywords: Avatar (5), Obvious
Duration: Instant
Prerequisite Charms: Faithful Killers Reprieve,
Freedom in Slavery Understanding
PC must have no positive Intimacies and trains under
the Neverborn to become their direct servant. They
grow a new Monstrance (the old one is destroyed) and
lose connection with their Deathlord. They are now
permanently outside Fate and immortal unless slain
with a Charm that can permanently destroy spirits.
Instead, their body reforms in the Monstrance with
one less dot of Essence, though they may still use this
Charm. PCs reduced to Essence 0 fall into Oblivion.
PCs who learn this Charm can never be redeemed into
Solars.

MoEP: Abyssals, pg 140


Cost: Mins: Integrity 5, Essence 4
Type: Permanent
Keywords: Mirror (Black Mirror Revelation; Glories:
UCS, pg 29)
Duration: Permanent
Prerequisite Charms: Integrity Essence Flow
PC may learn Solar Charms as though they were a
Moonshadow. PC may take 1 point of Resonance to
activate the Solar Mirror of any Mirror Charm they
know. PC may not have both the Abyssal and Solar
versions of the same Charm active at the same time.
PC may not use the Solar Mirror if it is a permanent
Charm. PCs who learn this Charm automatically pass
into Lethe rather than Oblivion at death.

Oblivions Jowl Postulation

Underworld Executioner Stance*

Sun-Devouring Void Prophet

Contagion of Law, pg 9
Cost: Mins: Integrity 5, Essence 4
Type: Permanent
Keywords: Avatar (3), Mirror (Undaunted Wrath of
the Sun; Contagion of Law, pg 9)
Duration: Instant (Story)
Prerequisite Charms: Freedom in Slavery
Understanding
The first time in any story the PC hits a new wound
penalty level, they gain points of wp equal to that
penalty. This Charm cannot increase the PCs
Willpower above its permanent rating. Charms that
increase the PCs wound penalties do not grant the PC
more temporary wp. Damage may not be self
inflicted.

DotFA, pg 58
Cost: Mins: Integrity 5, Essence 4
Type: Permanent
Keywords: Mirror (Lions Roar Recovery; DotFA, pg
58), Native
Duration: Permanent
Prerequisite Charms: Faithful Killers Reprieve
PCs stunts are upgraded by 1 level when their actions
reinforce their role as a world-killing weapon. Stunts
upgraded to 3 pts are not eligible to draw 1xp as a
reward. Natural 3 pt stunts that are upgraded add
automatic successes rather than dice. If a stunt is
upgraded due to resonance with PCs Motivation, this
Charm provides no benefit. PC now also suffers no
Resonance gain for fighting creatures of death. This
Charm cannot be learned by Deathlords.

Glories: UCS, pg 24
Cost: Mins: Integrity 3, Essence 4
Type: Permanent
Keywords: Mirror (Rising Sun Soul; Glories: UCS,
pg 24)
Duration: Permanent
Prerequisite Charms: None
When PCs anima shines at the 8m+ level, PC suffers
no penalties for being rejected by Creation. This
radius is (Essence) yds and increases at the 11m+
level to 30 yds. Beings within this radius do not
benefit from the light of the sun unless that light is
produced by a Holy source.

World-Ending Void Apostle*

Void King Ascension

Glories: UCS, pg 24
Cost: 2ahl, 1wp
Mins: Integrity 5, Essence 5
Type: Reflexive
Keywords: Combo-OK, Mirror (Glory to the Most
High; Glories: UCS, pg 24), Obvious
Duration: One scene
Prerequisite Charms: Immortal Malevolence
Enslavement
PCs anima flares upon invoking this Charm and
recedes normally. PC may spend xp to purchase Traits
as though their Essence was one dot higher than it is
for cap purposes. PC may only use these higher
ratings while this Charm is active, and gains 10m as
with a normal Essence raise. This Charm converts to
xp when the PC is old enough to naturally buy
Essence 10.

Glories: UCS, pg 37
Cost: Mins: Integrity 2, Essence 4
Type: Permanent
Keywords: Mirror (Shedding Infinite Radiance;
Glories: UCS, pg 37)
Duration: Permanent
Prerequisite Charms: Eternal Enmity Approach
Dusk: +2 to DVs against all opponents, regardless of
Valor. PCs weapons add 1 to Defense and 2 to Rate.
Midnight: Zombies raised with PCs anima no longer
automatically decay.
Daybreak: At 11m+, halve all necromancy costs to a
minimum of 1m. This does not apply to sorcery.
Day: At 11m+ level of anima, all attacks against PC
suffer -1 external penalty.
Moonshadow: PC instantly knows if an oath is broken
and may inflict Dark Fate on the oath breaker instead
of botches, with (# of botches) successes on the roll.

Soulsteel Reaper Spirit


Ink Monkeys, Vol 37
Cost: Mins: Integrity 1, Essence 2
Type: Permanent
Keywords: Dusk
Duration: Permanent
Prerequisite Charms: None
If PC has an Overdrive pool, they may divert
soulsteel-drained motes to that pool. If PC directs all
motes reaped from a single attack to the Overdrive
pool, they gain an additional offensive mote.

Bright Days Painted Black

Sunlight Bleeding Away

Dark Visionary Defense

Ink Monkeys, Vol 37


Cost: Mins: Integrity 5, Essence 3
Type: Permanent
Keywords: Dusk, Native, Overdrive
Duration: Permanent
Prerequisite Charms: Five Hearts Hatred
PC gains initially empty Overdrive pool of 15m. To
fill it, PC rolls WP once per scene and gains 2
offensive motes per success when they meet:

Sidereal Usurpation participant or re-incarnation

Lunar Usurpation survivor or their Lunar Mate

Solar/Infernal former member of circle in past


life.
If < 6m, PC feels urge to kill them. At 6m+, PC rolls
Join Battle, gains 1 offensive mote per action. PC
attacks until target has died or fled, frenzy ends if they
escape. May pay 2WP before WP roll to spare 1 target
1 week. If target is present, PC also rolls WP. If 8m+
gained, PC frenzies but saves spared target for last.

Ink Monkeys, Vol 37


Cost: Mins: Integrity 5, Essence 4
Type: Permanent
Keywords: Dusk, Native, Overdrive
Duration: Permanent
Prerequisite Charms: Eternal Enmity Approach
PC gains an initially empty Overdrive pool of 10m.
PC fills it with 5m whenever the sun sets while they
are in engagement range of one or more enemy
regardless of whether they are in battle. Each time a
non-extra enemy incurs a larger wound penalty as a
direct result of PCs actions, PC gains (wound penalty
x 2) offensive motes.

Ink Monkeys, Vol 38


Cost: 1m
Mins: Integrity 3, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Staring at the Sun;
Ink Monkeys, Vol 38), Social
Duration: Instant
Prerequisite Charms: None
PC is immune to any penalties that might be imposed
by the attacks Appearance rating. At Essence 3+, this
Charms duration becomes One action.

Dark Will Triumphant

Crime-Unveiling Wickedness

Deception-Piercing Stare

Thousand Correct Actions, pg 78


Cost: 5m, 1wp
Mins: Integrity 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Mirror (Invincible Ego
Shield; Thousand Correct Actions, pg 78)
Duration: One scene
Prerequisite Charms: Any Integrity Excellency
This Charm allows the PC to substitute Dodge MDV
for Dodge DV to defend against a physical attack. All
current bonuses or penalties that apply to DDV apply
to DMDV

MoEP: Abyssals, pg 153


Cost: 5m
Mins: Investigation 3, Essence 2
Type: Simple
Keywords: Combo-OK, Mirror (Crafty Observation
Method; Exalted, pg 213)
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
PC may perform the standard 15 minute Investigation
action in a few seconds without the need to ransack
the scene. The diff of this roll is reduced by 1 if the
actions being investigated result in harm and adds 1 to
the difficulty otherwise.

MoEP: Abyssals, pg 153


Cost: 3m
Mins: Investigation 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror (Judges Ear
Technique; Exalted, pg 213)
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
PC may recognize all deliberate lies and half-truths. If
another Charm contests these effects, add (Essence)
successes to the (Perception + Investigation) roll to
oppose the other Charm.

Soul-Invading Glance

Spider in Societys Web

Unholy Unwitting Impact

MoEP: Abyssals, pg 153


Cost: 5m
Mins: Investigation 4, Essence 2
Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Illusion, Social, Spectral
Duration: Instant
Prerequisite Charms: Deception-Piercing Stare
PC rolls (Perception + Investigation) against DMDV
of a target they can see. If successful, PC learns
targets Motivation. Each threshold success adds
knowledge of targets intentions in the scene,
Intimacies, and Virtue ratings. PC selects how to
spend successes. Spectral keyword adds +1wp
against anyone but the dead. Targets feel their mind
being invaded and may spend 2wp to resist this
Unnatural Mental Influence, making them immune to
this Charm for the rest of the day. If wp is not spent or
target does not use a perfect defense against mental
influence, this Charm erases the targets memory of
the intrusion as an Illusion effect.

MoEP: Abyssals, pg 154


Cost: 3m
Mins: Investigation 3, Essence 1
Type: Simple
Keywords: Combo-OK, Mirror (Courtiers Eye
Technique; Exalted, pg 214)
Duration: Instant
Prerequisite Charms: None
PC targets one person they can sense and rolls
(Perception + Investigation) with (Essence) automatic
successes. Subtract (targets [Manipulation +
Socialize]/2) as an external penalty if the target is
concealing their identity or Resources in any way. If
successful, PC learns targets Resources, Influence,
Backing, Followers, etc. and how many allies they
think they have in the scene. May be invoked for a
given target only once per scene.

MoEP: Abyssals, pg 154


Cost: 5m, 1wp
Mins: Investigation 4, Essence 2
Type: Reflexive
Keywords: Avatar (1), Combo-OK, Mirror (Know the
Souls Price; Exalted, pg 214), Servitude
Duration: Instant
Prerequisite Charms: Deception-Piercing Stare,
Spider in Societys Web
PC interacts with and targets one character and rolls
(Perception + Investigation), diff of targets
(Temperance) or (Essence), whichever is higher. If
successful, target reveals their price. If PC meets this
price, target feels dread and becomes loyal to the PC.
They must spend 1wp per scene to act disloyally. This
lasts until the PC betrays the bargain or the target has
spent 10wp.

Corpse Questioning Technique

Heart-Rending Cruelty Technique

Essence Engorgement Technique*

MoEP: Abyssals, pg 154


Cost: 6m, 1wp
Mins: Investigation 5, Essence 3
Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Soul-Invading Glance, CrimeUnveiling Wickedness
PC targets one corpse which speaks the languages it
knew in life. It cannot lie or hide the truth, and
Intelligence drops by 1 dot per week after death to a
minimum of 1. Magic that forestalls decay also
preserves the corpses Intelligence. Sijanese
embalming increases the minimum value to 2. PC
may imbibe a piece of a headless corpse to gain
answers, which appear in their mind.

MoEP: Abyssals, pg 155


Cost: 5m, 1wp
Mins: Investigation 4, Essence 3
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: Any Investigation Excellency
PC threatens to destroy all a target holds dear. After
doing so where the target can perceive it or showing
evidence of the destruction to the target, target loses
3wp and gains 2 Resonance or Limit (if applicable).
Intimacies do not fade automatically. Perfect mental
defenses may block the effects of this Charm

MoEP: Abyssals, pg 157


Cost: Mins: Larceny 5, Essence 3
Type: Permanent
Keywords: Merged (War, Performance, Lore,
Bureaucracy), Mirror (Immanent Solar Glory;
Exalted, pg 218), Native, Obvious
Duration: Indefinite
Prerequisite Charms: None
Each purchase of this Charm grants a secondary pool
of 10m of peripheral Essence that can be filled using
the PCs innate bite attack, by terrorizing or harming a
town, army, organization or other social or military
unit. Every hour spent allows the PC to recover (the
units Magnitude)m. This Essence cannot be
committed to an artifact. This Charm may be
purchased up to (Essence) times. This Charm is
available in the War, Performance, Lore and
Bureaucracy Abilities. Each purchase of this Charm
counts towards the maximum of (Essence) purchases.

Unjust Appropriation Method

Chains Cannot Hold

Reality-Subverting Gesture

MoEP: Abyssals, pg 169


Cost: 3m
Mins: Larceny 2, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (Flawless
Pickpocketing Technique; Exalted, pg 228)
Duration: Instant
Prerequisite Charms: None
This Charm guarantees success on a roll to pickpocket
something they can reach and carry away from a
targets person. PC may not steal things in active use.
If another Charm contests this effect, add (Essence)
successes to the (Dexterity + Larceny) roll off.
Characters using ordinary senses cant spot the theft
with Awareness. Characters with inhuman sensory
acuity have a +4 difficulty penalty on the roll to catch
the character in the act.

MoEP: Abyssals, pg 169


Cost: 3m
Mins: Larceny 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (Lock-Opening
Touch; Exalted, pg 229)
Duration: Instant
Prerequisite Charms: None
This Charm enhances a miscellaneous action to pick a
lock, making success automatic even without tools
(though that makes the Charm Obvious). If this effect
is opposed by another Charm, add (Essence)
successes to the (Dexterity + Larceny) roll off. Nonmagical locks subject to this Charm are destroyed.

MoEP: Abyssals, pg 169


Cost: 1m
Mins: Larceny 3, Essence 2
Type: Supplemental
Keywords: Avatar (1), Shaping
Duration: Instant
Prerequisite Charms: Any Larceny Excellency
This Charm enhances Larceny-based actions to steal
objects small enough to carry in 1 hand or to perform
feats of prestidigitation such as card tricks or shell
games. Target objects can be taken or moved
anywhere within (Larceny + Essence)yds through
teleportation. PC may not take an object in use,
though they can steal objects out of locked safes or
behind walls if they have some way of accurately
perceiving them.

Face-Drinking Bite

False Heart Mien

Solar Impersonation Style

MoEP: Abyssals, pg 169


Cost: 10m, 1wp
Mins: Larceny 4, Essence 2
Type: Supplemental
Keywords: Illusion
Duration: Indefinite
Prerequisite Charms: Any Larceny Excellency
This Charm enhances the PCs innate bite attack so
they may absorb the victims face. PC gains no motes
from this attack. PC may choose to take on the
victims face, clothing, Appearance, and appears to all
senses to be the victim. Targets may spend 4wp to
resist this Illusion for 1 day. It only costs 1wp to see
through if the skeptic has seen through this disguise
before. Targets with Essence-based perception
automatically see through this Charm. The disguise is
lost when this Charm is deactivated.

MoEP: Abyssals, pg 170


Cost: - (1wp)
Mins: Larceny 5, Essence 3
Type: Permanent
Keywords: None
Duration: N/A
Prerequisite Charms: Face-Drinking Bite
This Charm enhances its prerequisite. Each feature
added raises the cost by 1wp.

Essence: Disguise can now fool Essence-based


perception with the normal roll.

Intuition: PC knows when they are in the


presence of an Intimacy of the victim and the
emotional context.

Kiss: PC can emulate a target without feeding


from them, by kissing them or their Monstrance.

Recall: PC may pay 1xp to memorize a disguise


so that it isnt lost when its dropped.

MoEP: Abyssals, pg 170


Cost: 5m
Mins: Larceny 4, Essence 3
Type: Simple
Keywords: Illusion, Mirror (Vile Anathema Shroud;
MoEP: Abyssals, pg 170)
Duration: One day
Prerequisite Charms: Face-Drinking Bite
PC appears to belong to their corresponding Solar
caste, altering their anima banner and caste mark. It
removes any outward appearance of the Black
Exaltation (such as the Appearance penalty).
Onlookers perceive Charm activations to be their
Solar Mirror Charms where possible. Mundane senses
are always fooled, but Essence-based perceptions see
through it. The PCs Lunar mate or beings of higher
Essence may roll (Wits + Awareness) at diff (Larceny)
to see through it.

Death Claims All

Death Dealers Chance

Malicious Parody Imposter

Ink Monkeys, Vol 20


Cost: 5m
Mins: Larceny 5, Essence 3
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Mirror
(Reversal of Fortune; Ink Monkeys, Vol 20)
Duration: Instant
Prerequisite Charms: Reality-Subverting Gesture
PC uses this Charm to respond to any attempt to steal
from him. For 5m, PC becomes aware of all items
capable of being stolen from the target and is also able
to perfectly steal one itempotentially the one being
stolen from them. At Essence 4+, PC may use this
Charm in response to attacks. This Charm has the
same restrictions on objects which may be stolen as
Reality-Subverting Gesture, with the exception of an
item being actively stolen from the PC.

Ink Monkeys, Vol 29


Cost: 10m, 1wp
Mins: Larceny 5, Essence 3
Type: Simple (One dramatic action)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Face-Drinking Bite
PC disguises a willing target as ghost with
Underworld identity and (Essence) Influence. Add
(Larceny) dice to roll-offs to detect this disguise.
Target respires Essence as creature of death, is
immaterial in Creation, etc. Target is not a creature of
darkness or subject to effects that work on ghosts.
Target gains no Arcanoi and may use their powers.
Target rolls (Wits + relevant Ability) in 3 games of
chance; diff 1 for 1st, diff 2 for 2nd, diff 3 for 3rd.
Effects above take place on success. If they lose,
mortals die, others take (Essence)L levels of
unsoakable damage. If either forfeit, they lose all wp.
Target may pay 1wp to end disguise (Spd 5, DV -2) or

Ink Monkeys, Vol 29


Cost: 5m, 1wp
Mins: Larceny 5, Essence 4
Type: Simple
Keywords: Combo-OK, Illusion, Obvious, Shaping,
Touch
Duration: Indefinite
Prerequisite Charms: Face-Drinking Bite, Unjust
Appropriation Method
PC makes a (Dexterity + Larceny) roll vs. targets
highest DV. Essence users add -3 external penalty to
roll. PC swaps victims head with a gourd effigy on a
success. Effigy lives a parody of victims life and kills
their loved ones, seeking random victims otherwise.
Effigy uses victims traits but not Essence powers. All
think effigy is victim (social attack with 10 successes,
costs 3wp to see through), who may watch, talk to the
PC, use Charms and make social attacks, but nothing
else. Charm ends if victim dies or PC returns head.

Blood Calligraphy Technique

Scathing Cynic Attitude

Mystique-Spoiling Guess

MoEP: Abyssals, pg 174


Cost: 4m
Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (Whirling Brush
Method; Exalted, pg 232)
Duration: Instant
Prerequisite Charms: None
This Charm enhances a dramatic action to write
something down, allowing the PC to write (Essence x
10) times normal speed. This Charm provides the PC
with a writing implement and unlimited ink (blood)
for the effort.

MoEP: Abyssals, pg 174


Cost: 3m
Mins: Linguistics 1, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Sagacious Reading
of Intent; Exalted, pg 233), Social
Duration: Instant
Prerequisite Charms: None
This Charm grants a one sentence summary of the
motivation behind a given statement the PC reads or
hears, telling them what the person intends to gain. If
invoked against a social attack and the attackers
purpose is fundamentally hostile to the PC or the PCs
Motivation, this Charm perfectly negates the attack.

MoEP: Abyssals, pg 174


Cost: 6m, 1wp
Mins: Linguistics 5, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Discerning Savants
Eye; Exalted, pg 232)
Duration: One scene
Prerequisite Charms: Scathing Cynic Attitude
This Charm lets the PC understand encoded, obscured
and hidden communication clearly. This Charm may
oppose the concealing effects of Insidious Undertone
Trick and similar Charms. The PC is never surprised
by social attacks for the duration.

Infinite Blasphemy Glossolalia


MoEP: Abyssals, pg 174
Cost: 3m (8xp)
Mins: Linguistics 2, Essence 1
Type: Simple
Keywords: Avatar (1), Combo-OK, Mirror (Poetic
Expression Style; Exalted, pg 233), Taint
Duration: One scene
Prerequisite Charms: Scathing Cynic Attitude
PC hears overdubbing in their native language
when a creature of darkness speaks to them. No
translation is provided when the speaker isnt
addressing the PC or speaks of positive emotional
concepts. PC may speak in a hiss understood by
creatures of darkness, though the PC cant convey
positive emotional concepts. Everyone else hears
disturbing gibberish unless they have Charms that
translate unknown languages. The Taint drawback
makes the PC unable to speak any other language
unless they spend 1wp per scene and can never make
a positive emotional statement.

Screaming in Silence

Insidious Undertone Trick

MoEP: Abyssals, pg 175


Cost: 5m
Mins: Linguistics 3, Essence 2
Type: Simple
Keywords: Combo-OK, Stackable
Duration: One scene
Prerequisite Charms: None
PC may hold telepathic conversations with a target
they perceive within (Linguistics x 100)yds. Target
instantly understands who is talking to them. If target
resists, PC can roll (Manipulation + Linguistics +
Essence) vs. their Dodge MDV. Success forces the
target to consent or pay 3wp to deny this UMI for the
scene. Once contact is established, PC may speak with
the target for the rest of the scene as long as they are
in range. This Charm does not overcome language
barriers. This Charm can be activated multiple times,
but targets cannot communicate. Using this Charm on
a Monstrance grants immediate, contact with the
Abyssal, who cannot resist.

MoEP: Abyssals, pg 175


Cost: 6m
Mins: Linguistics 4, Essence 2
Type: Simple
Keywords: Combo-OK, Mirror (Letter-Within-aLetter Technique; Exalted, pg 232)
Duration: One scene
Prerequisite Charms: Screaming in Silence
PC hides a statement within another spoken statement.
Only the intended recipient can perceive it. This may
include natural or unnatural mental influence and
constitutes a surprise attack if it does. Add
(Linguistics) successes to the Socialize roll to take the
target by surprise. PC may make any single
Manipulation-based social attack using any Ability as
part of the Charm activation. Doing so adds the Social
keyword to this Charm and changes the type to
Simple (Speed 6 Long ticks)

Soul-Snaring Tract

Voiceless Horror Mastery

Language-Absorbing Method

MoEP: Abyssals, pg 176


Cost: 6m, 1wp
Mins: Linguistics 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, Compulsion, Illusion, Mirror
(Twisted Words Technique; Exalted, pg 234)
Duration: Instant
Prerequisite Charms: Insidious Undertone Trick,
Blood Calligraphy Technique
This Charm enhances a written attempt to compel or
deceive making it UMI. Roll (Manipulation + [social
Ability]) to impose a Compulsion or Illusion on
readers whose MDV is exceeded. Target spends 3wp
to resist or become committed to the intention or
belief the PC wishes to instill. If not, the influence
lasts until target breaks the commitment and (1wp per
scene to resist). This Charm loses effectiveness with
repeated use, increasing the MDV of the target by 3 if
Soul-Snaring Tract or a similar Charm has been used
on them this story.

MoEP: Abyssals, pg 176


Cost: Mins: Linguistics 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Screaming in Silence
This Charm enhances its prerequisite, extending the
range to (Linguistics) miles. If the PC has used
Screaming in Silence on a particular creature of Death
before, she does not need to perceive the target to
initiate contact. PC must still roll. Contact fails of the
target is outside range or the roll fails. PC may still
use Screaming in Silence normally to contact beings
who are not creatures of Death.

MoEP: Abyssals, pg 176


Cost: 10m
Mins: Linguistics 3, Essence 3
Type: Supplemental
Keywords: Mirror (Excellent Emissarys Tongue;
Exalted, pg 233), Stackable, Training
Duration: Indefinite
Prerequisite Charms: Infinite Blasphemy
Glossolalia, Screaming in Silence
This Charm enhances PCs innate bite. PC steals 1 of
the languages the victim knows, gaining fluency and a
Specialty in the dialect but no dots of Linguistics if
the PC gains motes form the attack. Victim forgets the
language until they spend 3wp, but their Linguistics
rating is not reduced. If target cannot read, PC cant
read the language. This Charm may be activated
multiple times. PC may learn the stolen language as a
diceless miscellaneous action, ending the Charm and
raising Linguistics as a Training effect. This returns
the language to the victim.

Comprehension-Slaying Obscenity

Dream-Slaying Defense

All Dreams Die

MoEP: Abyssals, pg 176


Cost: 8m
Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Avatar (3), Illusion, Obvious
Duration: Instant
Prerequisite Charms: Any Linguistics Excellency,
Language Absorbing Method
PC speaks a word that is aggressively antithetical to
understanding, rolling (Manipulation + Linguistics +
Essence). Every hearing being within (Linguistics x
100)yds whose DMDV is exceeded suffers the UMI.
They cant understand any form of communication.
New orders are unintelligible, but targets may
continue to follow old orders. PC is not immune.
Throwing off the effect costs 3wp, which may be paid
in installments. Once a unit leader pays the cost the
rest of their unit is assumed to have done so.

MoEP: Abyssals, pg 155


Cost: 5m
Mins: Lore 4, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Chaos-Repelling
Pattern; Exalted, pg 216), Obvious
Duration: One hour
Prerequisite Charms: None
PC projects a zone of reality out to (Essence) yds.
Inside the zone functions according to the laws of
Creation and shielding everyone inside from Shaping
effects.

MoEP: Abyssals, pg 155


Cost: 10m, 1wp
Mins: Lore 3, Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Dream-Slaying Defense
PC targets a single Fair Folk they can perceive and
rolls (Willpower + [Essence or Whispers]) vs. the
targets Dodge MDV. If successful, the target cant
use Shaping effects for the story. If targets Essence is
greater than or equal to PCs, target may make
Shaping actions after succeeding on a reflexive
(Willpower + Essence) roll for each. At Lore 5,
Essence 4, PC may target a waypoint they occupy,
changing its geography for the scene as per
Nightmare-Carving Murmur (MoEP: Abyssals, pg
157). All within the waypoint suffer from the effects
of this Charm in the scene. After the scene ends, the
terrain reverts to its previous state.

Essence-Draining Touch
MoEP: Abyssals, pg 156
Cost: 3m
Mins: Lore 2, Essence 1
Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror (Essence-Lending
Method; Exalted, pg 217), Obvious, Touch
Duration: Instant
Prerequisite Charms: None
PC transfers up to (Essence x 3)m from a target to
themself. Target loses exactly as many motes as the
PC gains. These motes do not count towards anima
banner flare. Motes are transferred to the peripheral
pool first and cannot increase PCs mote pool above
normal maximums. Target must be willing,
unconscious or otherwise not resisting.

Will-Feasting Onslaught

Breath-Draining Prana

MoEP: Abyssals, pg 156


Cost: 5m, 1wp
Mins: Lore 3, Essence 1
Type: Simple
Keywords: Combo-OK, Mirror (Will-Bolstering
Method; Exalted, pg 217)
Duration: Instant
Prerequisite Charms: Essence-Draining Touch
PC transfers up to (Essence)wp from a target to
themself. Target loses exactly as many wp as the PC
gains. These wp do not count against the normal
limits on wp expenditure. This Charm cannot increase
PCs wp past its normal maximum. Target must be
willing, unconscious or otherwise not resisting.

MoEP: Abyssals, pg 156


Cost: 1m
Mins: Lore 5, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Will-Feasting Onslaught
PC can feed without breaking their skin up to
(Essence x 10)yds away with an unexpected attack
using (Perception + Lore). PC chooses if target loses
1lhl or 1m per success on the roll, and PC gains 1m
per lhl inflicted. Damage is soakable only with
Stamina. Motes stolen directly make this Charm
Obvious. Target feels the attack as a sudden weakness
or twinge and can identify the source of the attack
without magical perception on a reflexive (Wits +
Awareness) roll at diff 5. Success means the target can
recognize the PC as the source of their weakness and
this Charms attacks become dodgeable.

Virtue-Devouring Hunger

Teaching Incomprehensible Truths

Essence Engorgement Technique*

MoEP: Abyssals, pg 156


Cost: Mins: Lore 3, Essence 3
Type: Permanent
Keywords: Mirror Virtue-Donating Grace; MoEP:
Abyssals, pg 157)
Duration: N/A
Prerequisite Charms: Will-Feasting Onslaught
This Charm upgrades its prerequisite, allowing the PC
to drain Virtue Channels from the target as though
they were points of wp. PC may consume drained
channels as wp or use them to refresh their own
channels. PC may target multiple Virtues with a single
attack and choose how many channels they absorb as
wp or as new channels.

MoEP: Abyssals, pg 157


Cost: 1wp
Mins: Lore 5, Essence 3
Type: Simple
Keywords: Avatar(1), Touch, Training
Duration: Varies
Prerequisite Charms: Will-Feasting Onslaught
PC may train a target with 1 dot of Whispers as a
Training effect. Target loses all remaining wp points
and may spend 3xp to gain 1 dot of Whispers. If target
does not spend xp, they have Whispers for as long as
the PC continues paying 1wp per day. Targets need
not understand, but must not resist or this Charm fails.

MoEP: Abyssals, pg 157


Cost: Mins: Lore 5, Essence 3
Type: Permanent
Keywords: Merged (War, Performance, Larceny,
Bureaucracy), Mirror (Immanent Solar Glory;
Exalted, pg 218), Native, Obvious
Duration: Indefinite
Prerequisite Charms: None
Each purchase of this Charm grants a secondary pool
of 10m of peripheral Essence that can be filled using
the PCs innate bite attack, by terrorizing or harming a
town, army, organization or other social or military
unit. Every hour spent allows the PC to recover (the
units Magnitude)m. This Essence cannot be
committed to an artifact. This Charm may be
purchased up to (Essence) times. This Charm is
available in the War, Performance, Larceny and
Bureaucracy Abilities. Each purchase of this Charm
counts towards the maximum of (Essence) purchases.

Nightmare-Carving Murmur

Enduring Dead Dreams

Rapacious Lamprey Technique

MoEP: Abyssals, pg 157


Cost: 20m, 1wp
Mins: Lore 5, Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror (Wyld-Shaping
Technique; Exalted, pg 216), Obvious, Shaping
Duration: Instant
Prerequisite Charms: Any Two Lore Excellencies,
Dream-Slaying Defense
Roll (Intelligence + Lore) to shape Underworld, 5 hrs
of work per roll, diff 3 in Labyrinth, 10 in
Underworld. Gain 1 Resonance per roll. PC can spend
up to 5 successes at any time on effects.

Create Abyssal Demesne. Rating= successes


spent

Change geography to more


frightening/dangerous. Resource value of new
land = successes spent.

Create Manses/destructive Artifacts. Successes


spent go towards creation rolls.

MoEP: Abyssals, pg 158


Cost: Mins: Lore 5, Essence 4
Type: Permanent
Keywords: Mirror (Wyld Cauldron Technology;
Exalted, pg 217)
Duration: N/A
Prerequisite Charms: Nightmare-Carving Murmur
Improves prerequisite, goods are solid, immune to
sun. Gain 2 Resonance per roll, suffer immediate
eruption.

Sacrifice Resources>= grave goods PC is taking.

Create Artifacts w/ materials from Shadowlands.


Construction cant be sped by >= 10x.

Change target social unit Motivation ([Ess] ext.


penalty for individuals or DMDV + Magnitude)
to involve harm. Impose (Essence) Mutation pts
(cause suffering) on target. Target spends 4wp to
resist or 2wp to limit scope of mutations.

Labyrinth shapes at diff 1 if PC has Whispers 1+.

MoEP: Abyssals, pg 125


Cost: 2m
Mins: Martial Arts 3, Essence 2
Type: Reflexive (Step 10)
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Inescapable Iron Grip
This Charm is considered an Abyssal Charm and is an
expansion of Dark Messiah Style.
PC triples the post-soak damage dealt with their bite
when they drain blood.

Owl Seizes Mouse

Five Knife Fist

Writhing Blood Chain Technique

MoEP: Abyssals, pg 126


Cost: 3m or 3m, 1wp
Mins: Martial Arts 4, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Dark Messiah Form
PC selects a target within (Martial Arts x 5) yds and
closes the distance instantly as part of an unarmed
strike or grapple. If activated as part of a grapple, add
(Essence) bonus successes to the attack roll and cause
the attack to be unblockable and undodgeable except
with a perfect defense.

MoEP: Abyssals, pg 126


Cost: 6m, 1wp (4xp)
Mins: Martial Arts 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious, Taint
Duration: One scene
Prerequisite Charms: Dark Messiah Form
PC may parry ranged and lethal attacks without a
stunt. PC grows bone blades and adds (Essence) to
Accuracy and Damage of punches and clinches,
which now do lethal damage. These bonuses are
considered part of the natural weapon and not dice
added by Charms. PC suffers -3 internal penalty to
Dexterity-based actions that require fine motor control
including weapon use as a Taint drawback. These can
be made permanent for 4xp or 2bp. At Essence 4+, PC
may grow spikes from their body and apply the
bonuses to any natural unarmed attack including
biting. These bone spurs cost 4xp or 8bp to become
permanent.

MoEP: Abyssals, pg 126


Cost: 8m, 1wp (12xp)
Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious, Stackable, Taint
Duration: One scene
Prerequisite Charms: Five Knife Fist
PC grows chains of blood that give an extra action
each action. PC may repurchase this Charm to gain
additional extra actions. Chains use PCs traits and
may be enhanced with Charms but are not unarmed
weapons unless chains or whips are in style weapons.
This Charm is incompatible with other Extra Action
Charms. Chains cant wield weapons; use the
following stats instead:
Spd Acc Dmg
Def
?
(Ess) +(Ess)L +(Ess)

Rate
(Ess)

Range Tags
(Ess)
D, N, R

Chains may add -1 external penalty to targets


attempts to control a grapple rather than strike. If PC
loses all Willpower, the chains lash out randomly.

Dark Messiah Style


MoEP: Abyssals, pg 183
This is the natural unarmed combat style for Abyssal
Exalted, and it focuses on cruelty and overkill. NonAbyssal Exalts may learn this style as a Celestial
Martial Art. Expansions to this style are considered
Abyssal Charms and only Abyssals and Deathlords
can create such Charms.
Weapons and Armor: Form weapons are the cestus,
fighting gauntlet, khatar, tiger claws, razor harness
and their artifact equivalents. Improvised weapons
are also form weapons, but must have a maximum
Accuracy of -3 and Rate of 2.

Ravaging Blow

Foe-Blinding Jab

MoEP: Abyssals, pg 184


Cost: 2m
Mins: Martial Arts 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
This Charm enhances an unarmed attack other than a
grapple. If the attack succeeds, count extra successes
twice for determining raw damage. If Dark Messiah
Form is active, add 1 to the attacks minimum
damage.

MoEP: Abyssals, pg 184


Cost: 3m
Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Ravaging Blow
PC jabs their fingers or a form weapon at the targets
eyes; if the attack would deal 2+ hl of damage,
reduce the damage to 1 hl and inflict a Crippling
effect that blinds one eye. Repeated use of this
Charm causes full blindness. Exalted heal the
damage with 1 day of rest, mortals cant naturally
heal this damage. PC may choose to cause only
temporary blindness for a few minutes by applying
pressure or throwing a handful of dirt rather than
gouging. If so, the Crippling effect takes place as
long as the attack hits, but the strike deals no
damage.

Dead Mans Grasp

Inescapable Iron Grip

Dark Messiah Form

MoEP: Abyssals, pg 184


Cost: 1m per action
Mins: Martial Arts 2, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Until released
Prerequisite Charms: None
This Charm supplements a grapple attack causing the
PC to deal lethal damage in a clinch. Add 1 to raw
damage for each action the PC maintains control of
the grapple, to a maximum of (Martial Arts). The
Charm ends and the damage bonus resets to +0 if the
PC stops spending Essence and squeezing to deal
damage.

MoEP: Abyssals, pg 185


Cost: 5m
Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Until released
Prerequisite Charms: Dead Mans Grasp
This Charm supplements a grapple attack, imposing
an internal penalty equal to the number of actions the
PC has already controlled the grapple. As long as the
PC controls the grapple, the victim cant breathe. The
(Stamina + Resistance) roll to resist asphyxiation is
always diff 3. The victim cant cry out or make any
other sound.

MoEP: Abyssals, pg 185


Cost: 6m
Mins: Martial Arts 4, Essence 2
Type: Simple (Speed 5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Foe-Blinding Jab,
Inescapable Iron Grip
All unarmed attacks deal piercing damage. PC can
make unarmed Martial Arts parries against ranged
and lethal attacks without a stunt. Ignore multiple
action penalties for the first (Martial Arts/2) round up
actions in a flurry. At Martial Arts 5, PC can punch 3
times in a flurry with no penalty at all. Any actions
after the penalty-free number take the full penalty as
though the Charm had not been active. PC may
attune to soulsteel form weapons and gain all motes
stripped from a target by such weapons. PC may not
channel Virtues while this Charm is active.

Bone-Shattering Blow

Grievous Agony Attack

Illustrative Overkill Technique

MoEP: Abyssals, pg 185


Cost: 1m or 3m
Mins: Martial Arts 4, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Dark Messiah Form
If an unarmed attack deals 2+ hl, PC may reduce
damage to 1 lhl and inflict an amputation disability,
mangling a limb or organ beyond use instead of
severing it. Exalted victims and others with similar
healing recover from the Crippling effect after 1 day
of rest during which no other healing is
accomplished. This Charm costs 3m, 1wp normally,
but costs only 1m if the victim is a mortal extra.

MoEP: Abyssals, pg 185


Cost: 4m
Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Dark Messiah Form
PC strikes with a dirty tactic and inflicts
debilitating pain. This may be a called shot but incurs
no called shot penalty. If the target suffers any
damage, they immediately drop prone and shift to
Inactive status but is still conscious. This state lasts
only 5 ticks, but the lingering pain imposes -1i (a
wound penalty) to all non-reflexive actions for the
scene.

MoEP: Abyssals, pg 185


Cost: - (3m, 1wp)
Mins: Martial Arts 5, Essence 3
Type: Permanent
Keywords: Emotion, Obvious
Duration: Instant
Prerequisite Charms: Grievous Agony Attack
If an unarmed attack would kill or mortally wound an
opponent, Activating this Charm in Step 10 allows
the PC to kill the victim in whatever horrific manner
the player finds appropriate. Every enemy witnessing
this execution with a DMDV less than (Martial Arts
+ Essence) must pay 1wp or be overwhelmed with
horror as an Emotion effect. Targets suffer an internal
penalty of (PCs Essence) to all non-reflexive actions
for the scene. This Charm doesnt stack. Units
witnessing this must check for Morale.

Lashing Tempest Palm

Void Avatar Prana

MoEP: Abyssals, pg 186


Cost: 3m
Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Combo-OK, Mirror (Crashing Wave
Throw; Exalted, pg 243)
Duration: Instant
Prerequisite Charms: Dark Messiah Form
When ending a clinch by throwing an opponent,
increase the distance thrown to (Martial Arts x 5)yds
upwards or (Martial Arts x 10)yds horizontally.
Victims thrown over cliffs or high into the air take
falling damage normally. Targets that strike hard
objects take 1 die of damage for each yard they
would otherwise have traveled. This damage is
typically bashing but can be lethal if the target strikes
a dangerous object.

MoEP: Abyssals, pg 186


Cost: 1wp (+1m)
Mins: Martial Arts 5, Essence 4
Type: Simple (Speed 1, DV -1)
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Bone-Shattering Blow,
Illustrative Overkill Technique, Lashing Tempest
Palm
PC may activate this Charm immediately after
assuming Dark Messiah Form, making that a Speed 6
action that costs +1wp. PC can spend 1m to perfectly
block to any attack, even unblockable attacks. Any
being touching the PC when they activate this part of
the Charm suffers (Essence) unsoakable lethal
damage. PC may activate this Charm while making
an unarmed attack and add this damage. PCs anima
flashes totemic in that moment and causes a Morale
check as with all Abyssal auras. This Charm carries a
Flaw of Invulnerability.

Agony of the Black Messiah*


DotFA, pg 56
Cost: Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Mirror (Solar Hero Supremacy; DotFA,
pg 56), Stackable
Duration: Permanent
Prerequisite Charms: Ravaging Blow
This Charm causes each hit to produce a stackable -2
wound penalty that lingers until the PCs DV
refreshes.

Ultimate Inevitability of the Grave

Iron Maidens Embrace

Agonys Crucible Strike

Glories: UCS, pg 21
Cost: 5m, 1wp
Mins: Martial Arts 6, Essence 6
Type: Supplemental
Keywords: Combo-OK, Obvious, Mirror (Iron Talon
Technique; Glories: UCS, pg 21)
Duration: Instant
Prerequisite Charms: Inescapable Iron Grip
PC gains an automatic threshold of one success to
attempts to maintain control of a grapple. Add
(Essence) in extra dice to the roll if another effect
contradicts this. A second purchase of this Charm at
Martial Arts 9+, Essence 9+ allows it to be invoked as
an inherent Ability instead of a Charm activation.

Ink Monkeys, Vol 22


Cost: 5m
Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror (ArmorShattering Strike; Glories: UCS, pg 20), Obvious,
Stackable
Duration: Instant
Prerequisite Charms: Dark Messiah Form
PC attacks targets armor, causing it to buckle inward
as a Crippling effect. Increase mobility penalty by 1,
reduce bashing and lethal soak by 3, inflict one
additional level of automatic, unsoakable lethal
damage in Step 10. Removing damaged armor is a
diff 3 (Dexterity + Medicine) roll or rip it free and
take 2L levels of damage.
Mundane armor is permanently damaged, but magical
armor returns to normal one scene after it is removed.
This Charm has no affect against unarmed targets.

Ink Monkeys, Vol 33


Cost: 1m
Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Martial-ready (Archery,
Melee, Thrown)
Duration: Instant
Prerequisite Charms: Ravaging Blow
Ad PCs current wound penalty in dice to an attacks
Accuracy. This bonus does not count as dice added by
a Charm. If Dark Messiah Form is active, this does
not count as a Charm activation.

Ragged Shades Revenge


Ink Monkeys, Vol 33
Cost: 1m
Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Martial-ready (Archery,
Melee, Thrown)
Duration: Instant
Prerequisite Charms: Agonys Crucible Strike
Add PCs current wound penalties x 2 to an attacks
raw damage. If Dark Messiah Form is active, this
does not count as a Charm activation.
Note: Formerly a Mirror of Bloodied Kings Rebuke;
Ink Monkeys, Vol 33. Now intended to be a Dark
Messiah expansion Charm.

Note: Formerly a Mirror of Hewer Sharpened Fist;


Ink Monkeys, Vol 33. Now intended to be a Dark
Messiah expansion Charm.

Pitiless Triage Judgment

Cannibalistic Renewal Incitement

MoEP: Abyssals, pg 158


Cost: 1m
Mins: Medicine 1, Essence 1
Type: Reflexive
Keywords: Combo-OK, Mirror (Flawless Diagnosis
Technique; Exalted, pg 220)
Duration: Instant
Prerequisite Charms: None
PC makes a diagnosis with (Perception + Medicine) at
Speed 5 long ticks with no error. PC accurately
identifies each condition, its source and effect with
enough information. If not enough information is
present, PC recognizes key information is missing.

MoEP: Abyssals, pg 158


Cost: 5m
Mins: Medicine 3, Essence 2
Type: Simple
Keywords: Combo-OK, Touch
Duration: One day
Prerequisite Charms: Pitiless Triage Judgment
PC causes target to smell members of their own
species as delicious. Target is not compelled to act,
but if they give in every 3 lhl consumed heals 1 lhl or
2 bhl of their own damage. Target senses return to
normal after this Charm ends. Exalted are considered
humans for this Charm. PC may enchant themself,
though they gain no motes from hls consumed for
healing purposes. Once (Stamina + Essence) hls are
healed, they must wait 1day to digest before feeding
again.

Plague-Eating Kiss

Pestilence-Bearing Touch

Venom-Bleeding Agony

MoEP: Abyssals, pg 158


Cost: 1wp
Mins: Medicine 3, Essence 2
Type: Simple (Speed 6, DV -2)
Keywords: Mirror (Ailment-Rectifying Method;
Exalted, pg 223), Touch
Duration: Instant
Prerequisite Charms: Pitiless Triage Judgment
PC may pay 1wp when biting a victim and consuming
1+ hls from them. This sucks out all Sickness effects
from the victim. PC must check for exposure if
necessary. PC may hold on to diseases if they choose
so they may spread them by their normal vectors.

MoEP: Abyssals, pg 160


Cost: 5m, 1wp
Mins: Medicine 3, Essence 3
Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Shaping, Sickness, Touch
Duration: Instant
Prerequisite Charms: Plague-Eating Kiss
PC touches a target and exposes them to any disease
ever gained through Plague-Eating Kiss. Roll
(Intelligence + Medicine) at diff (Virulence 1).
Target rolls (Stamina + Resistance) vs. the Virulence.
Disease behaves normally save that its not
contagious. PC selects 1 disease when buying this
Charm they can transmit at will. Extra diseases cost
1xp or 2 for 1bp. At Essence 4+, PC can induce
supernatural diseases from the first 2 circles of
supernatural disease. At Essence 5+, PC can learn to
induce third circle supernatural diseases including
lesser Great Contagion.

MoEP: Abyssals, pg 160


Cost: 1m
Mins: Medicine 3, Essence 2
Type: Simple
Keywords: Mirror (Body-Purifying Admonitions;
Exalted, pg 220), Touch
Duration: Instant
Prerequisite Charms: Pitiless Triage Judgment
PC forces a target to immediately hemorrhage a target
Poison effect as a black liquid from their facial
orifices. Patient suffest 1 ahl of unsoakable damage.
PC may treat themself. If PC rolls 5+ successes on a
Medicine roll to treat an incurable poison, they may
spend 5m to banish it from the target.

Charnel Chirurgeon Deftness

Bone Graft Technique

Life-Mocking Assembly

MoEP: Abyssals, pg 160


Cost: 2m
Mins: Medicine 2, Essence 2
Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: None
Repair (Medicine) bhl or lhl on a zombie or corpse
automaton. PC must have access to sufficient parts to
replace damage. Stitches or tools are not needed.

MoEP: Abyssals, pg 160


Cost: 5m
Mins: Medicine 3, Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Mirror (WholenessRestoring Meditation; Exalted, pg 220), Obvious,
Spectral, Touch
Duration: Instant
Prerequisite Charms: Charnel Chirurgeon Deftness
PC implants undead prosthetics. Operation is 1 hr and
needs 5 successes on a (Intelligence + Medicine) roll.
Surgery cures a Crippling effect. Replacement is nonfunctional for the first day. PC may use this Charm on
themself at diff 7. Appearance of the prosthesis is
chosen by the PC. Mortal targets become creatures of
Death and creatures of darkness if they have more
undead tissue than living tissue.

MoEP: Abyssals, pg 161


Cost: 5m
Mins: Medicine 3, Essence 3
Type: Simple
Keywords: Combo-OK, Obvious, Spectral, Touch
Duration: Instant
Prerequisite Charms: Charnel Chirurgeon Deftness
Pc touches a corpse and animates it as a non-extra
zombie. Zombie is obedient, understands simple
commands in their native language. Zombie suffers 1
bhl of unsoakable damage per day through decay that
may be repaired through Charnel Chirurgeon Deftness
or arrested with Eternal Embalming Preparation.

Ivory Whirlwind Restoration

Candle Left Burning

The Risen Hunger

MoEP: Abyssals, pg 161


Cost: 5m, 1wp
Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious, Shaping
Duration: Instant
Prerequisite Charms: Life-Mocking Assembly, Bone
Graft Technique
PC rips tissue from dead bodies around them to create
a prosthetic cure for Crippling effects. This requires
no roll and can be used immediately. May be used to
replace existing implants or undamaged tissue in a
single activation, old tissue is expelled. Total redesign
of a characters body adds (Essence) to the difficulty
of rolls to recognize them. This does not aid
impersonation, cannot alter sex or core structural
aspects. Height, weight and apparent age are fair
game. Appearance may be increased with alterations,
bypassing training times but costing xp.

Ink Monkeys, Vol 38


Cost: 1m
Mins: Medicine 4, Essence 3
Type: Reflexive
Keywords: Combo-OK, Stackable, Touch
Duration: Indefinite
Prerequisite Charms: Pestilence-Bearing Touch
PC makes one target fully immune to a disease they
are capable of bestowing. This can be done more than
once per target and on multiple targets. Granting
immunity to those whose life does not grant direct
material benefit to the PC inflicts one point of
Resonance.

Ink Monkeys, Vol 38


Cost: - (+2m)
Mins: Medicine 3, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Cannibalistic Renewal
Incitement, Life-Mocking Assembly
PC pays +2m when using Life-Mocking Assembly.
Zombies raised are infectious and flesh-hungry. Those
they kill rise as flesh-hungry zombie extras in 1-10
min, but are not loyal to the PC. Extras die after 1
day without feeding. At every raise of Essence, PC
chooses one bonus effect:

Extras are loyal to the PC

Extras are infectious and their victims rise as


non-infectious, hungry extras. At Essence 6+,
every wave is also infectious.

Extras persist for 1 day longer. This effect stacks.

PC may also target someone bearing a disease they


have inflicted. This immunizes them and hides their
symptoms, but leaves them contagious. Attempts to
diagnose the disease of this target are at -3 external
penalty. Using the Charm this way never grants
Resonance.

Black Hearts Venom


Ink Monkeys, Vol 38
Cost: 3m
Mins: Medicine 3, Essence 3
Type: Reflexive
Keywords: Combo-OK, Poison, Taint
Duration: Indefinite
Prerequisite Charms: Life-Mocking Assembly,
Venom-Bleeding Agony
PCs blood is poison: (7L/hour, 3, -/-, -2). PC may
coat weapons and dealing lethal damage to deliver a
dose. PC may coat one weapon or (Stamina) arrows or
small throwing weapons with 1L hl of damage to
themself. Any being slain rises as per Life-Mocking
Assembly. PC may learn this Charm as a Taint. This
makes all bodily fluids permanently poisonous.

Deaths Black Teeth


Ink Monkeys, Vol 38
Cost: Mins: Medicine 3, Essence 4
Type: Permanent
Keywords: Poison
Duration: Permanent
Prerequisite Charms: Black Hearts Venom
Every zombie the PC raises gains poisonous bite.
Poison is identical to Black Hearts Venom but does
not re-animate those slain by it. Use the following
stats for a zombies bite:
Spd Acc
5
4

Dmg
4L

Def
2

Rate
2

Tags
N

Savage Shade Style*


MoEP: Abyssals, pg 127
Cost: 1m
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK, Mirror (Hungry Tiger
Technique; Exalted, pg 190)
Duration: Instant
Prerequisite Charms: None
PC counts extra successes on an attack roll twice for
the purposes of determining raw damage.

Artful Maiming Onslaught

Soul-Cleaving Wound

Five Shadow Feint

MoEP: Abyssals, pg 127


Cost: 3m (+1wp)
Mins: Melee 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, Crippling, Mirror (Fire and
Stones Strike; Exalted, pg 190)
Duration: Instant
Prerequisite Charms: Savage Shade Style
Pc makes an attack with an external penalty of
(Essence). If the attack inflicts two or more damage,
PC may reflexively pay 1wp to amputate a limb. This
only works on beings with a lower Essence score.
Beings of equal or greater essence suffer the penalties
of a missing limb, but do not actually lose the limb.
This effect takes a full day of resting to heal during
which no other wounds heal. Amputated limbs require
drastic healing magic to repair

MoEP: Abyssals, pg 128


Cost: 5m, 1wp
Mins: Melee 5, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling, Obvious,
Stackable
Duration: Instant
Prerequisite Charms: Artful Maiming Onslaught,
Ravening Mouth of Melee
If the PCs attack deals at least one level of damage,
wound a chosen trait instead.
Essence: Lose 1 Essence, extra motes and Charms.
Virtues: Lose 1 of all Virtues except Primary, excess
channels and alter behavior
Willpower: Lose 2 Willpower and excess wp points.
Damage is permanent for mortals and Creatures of the
Wyld. Others require 1 day of recovery for each
activation, cannot respire Essence or heal other
wounds. Activating Transcendent Heros Meditation
instantly cancels this and ignites Solars anima

MoEP: Abyssals, pg 129


Cost: 2m per DV
Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Melee Excellency
PC spends motes of essence to drop their targets DVs
against a single attack.

Unfurling Iron Lotus*


MoEP: Abyssals, pg 129
Cost: 3m
Mins: Melee 3, Essence 2
Type: Simple (Speed 5, DV -1)
Keywords: Combo-OK, Mirror (Peony Blossom
Attack; Exalted, pg 191), Obvious
Duration: Instant
Prerequisite Charms: Five Shadow Feint
PC makes a standard Melee attack at full dice pool
and applies it to all enemies within 3 yards; each
target resolves defense and damage separately.

Time-Scything Technique*
MoEP: Abyssals, pg 129
Cost: 5m, 1wp
Mins: Melee 5, Essence 2
Type: Permanent
Keywords: Mirror (Iron Whirlwind Attack; Exalted,
pg 191), Obvious
Duration: Instant
Prerequisite Charms: Unfurling Iron Lotus
This Charm is a magical flurry of Melee-based
attacks. PC makes (Dexterity + 1) attacks regardless
of the weapons Rate, without multiple action
penalties, and with a DV penalty equal to the highest
penalty for any one attack. At Essence 3+, PC may
select to use a minimum of 0 attacks from this Charm
and may cancel their attack prematurely.

Thousand Wounds Feinting*


MoEP: Abysssals, pg 129
Cost: Mins: Melee 5, Essence 4
Type: Permanent
Keywords: Mirror (Invincible Fury of the Dawn;
Exalted, pg 191)
Duration: N/A
Prerequisite Charms: Time-Scything Technique
This Charm increases the number of attacks granted
by Time Scything Technique by 2. The PC may also
use the attack to inscribe a message on their target,
possibly granting a stunt bonus.

Blade-Summoning Gesture*

Void Sheath Technique*

Resplendent Shadow Blade*

MoEP: Abyssals, pg 129


Cost: - (1m)
Mins: Melee 2, Essence 2
Type: Permanent
Keywords: Merged (Hungry Missile Technique;
MoEP: Abyssals, pg 132), Mirror (Call the Blade;
Exalted, pg 191), Obvious
Duration: Permanent
Prerequisite Charms: None
PC calls their Melee weapon to their hand from up to
(Essence x 10) yds away as long as a flight path exists
between the weapon and their hand. The blade must
be within (Essence x 2) yds in battle. PC must own
the weapon. This Charm can be used to reflexively
draw a weapon.

MoEP: Abyssals, pg 129


Cost: 1m
Mins: Melee 3, Essence 2
Type: Simple (Speed 3)
Keywords: Combo-OK, Merged (Banished Bow
Arsenal; MoEP: Abyssals, pg 124), Mirror
(Summoning the Loyal Steel; Exalted, pg 192)
Duration: Indefinite
Prerequisite Charms: Blade-Summoning Gesture
PC may store a Melee weapon in Elsewhere. Multiple
activations of this Charm allow the PC to commit
multiple weapons to Elsewhere. The weapon can be
drawn from Elsewhere as a miscellaneous action.

MoEP: Abyssals, pg 129


Cost: 3m, 1wp or 5m, 1wp
Mins: Melee 4, Essence 3
Type: Simple
Keywords: Combo-OK, Emotion, Mirror (Glorious
Solar Saber; Exalted, pg 192), Obvious
Duration: One scene
Prerequisite Charms: Blade-Summoning Gesture
Creates an Essence weapon; it deals Agg damage to
creatures of the Wyld, can be summoned as a Misc.
action. PC chooses single or paired basic 1-3 dot
close-range, soulsteel artifact weapon. 1 dot pairs or 2
dot single weapons are 3m. 2 dot pairs or 3 dot single
weapons are 5m. No brawling aides. PC has up to
(Melee) repurchases for new weapons. PCs with
Overdrive can gain 1m (offensive)/action they use it
in battle from only one form at a time. Repurchase
grants all blades Emotion (despair/horror) when
damage is done, drains 1wp unless target spends
(Essence)m Surviving mortal extras cannot defend for

Thieving Raiton Claws

Ebon Lighting Prana

MoEP: Abyssals, pg 130


Cost: 3m
Mins: Melee 3, Essence 2
Type: Simple
Keywords: Obvious, Servitude
Duration: Instant
Prerequisite Charms: Blade-Summoning Gesture
PC may seize weapons within (Essence x 8) yds from
their wielders. If the wielder owns the weapon, roll
(Manipulation + Melee) vs. their (Strength + Melee).
PC becomes the new owner if they win and the
weapon flies to them. If the PC loses, weapon cannot
be targeted again for the scene. This Charm cannot
target attuned artifact weapons or weapons made of
Essence.

MoEP: Abyssals, pg 130


Cost: 3m, 1wp
Mins: Melee 5, Essence 3
Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror (Blazing Solar Bolt;
Exalted, pg 192)
Duration: Instant
Prerequisite Charms: Thieving Raiton Claws
PC closes with target within (Essence x 10) yds and
strikes with (Dexterity + Melee + Essence) dealing
piercing damage on this unexpected attack. PC does
not need to have a weapon drawn, but may draw it as
a reflexive action. This Charm allows the Abyssal to
strike first regardless of Join Battle rolls. If someone
else has go first magic, roll Join Battle between
them or allow them to go simultaneously, per the ST.
PC may use this Charm to travel long distances
quickly, but must strike a foe on the way past.

Elegant Flowing Deflection*


MoEP: Abyssals, pg 130
Cost: 2m
Mins: Melee 2, Essence 1
Type: Reflexive (Step 2)
Keywords: Combo-OK, Martial (Martial Arts),
Mirror (Dipping Swallow Defense; Exalted, pg 192)
Duration: Instant
Prerequisite Charms: None
This Charm allows the PC to ignore all penalties that
apply to their Parry DV. PDV is still 0 if its
inapplicable.

Vengeful Riposte*
MoEP: Abyssals, pg 130
Cost: 3m
Mins: Melee 4, Essence 1
Type: Reflexive (Step 9)
Keywords: Combo-Basic, Counterattack, Martialready (Archery, Martial Arts, Thrown), Mirror (Solar
Counterattack; Exalted, pg 194)
Duration: Instant
Prerequisite Charms: Elegant Flowing Deflection
This Charm gives the PC a counterattack which is
resolved in Step 9 of the attack Resolution.

Broken Toys Riposte


MoEP: Abyssals, pg 130
Cost: Weapon Damage modifier + 1m
Mins: Melee 3, Essence 2
Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack, Obvious
Duration: Instant
Prerequisite Charms: Vengeful Riposte
On a successful parry, targets weapon crumbles to
dust. Weapons made of MM or otherwise enchanted
survive but are ripped from their wielders grasp and
hurled (Essence) yds away.

Eye of the Tempest*


MoEP: Abyssals, pg 130
Cost: 5m, 1wp
Mins: Melee 5, Essence 2
Type: Simple
Keywords: Combo-OK, Martial (Martial Arts),
Mirror (Fivefold Bulwark Stance; Exalted, pg 194)
Duration: One scene
Prerequisite Charms: Vengeful Riposte
This Charm removes the onslaught penalty from the
PCs Melee-derived Parry DV. Reduce the defense
penalty imposed by each action the PC takes by one,
to a minimum of zero.

Death-Deflecting Technique*

Fluttering Moth Defense*

Hundred Razor Circle

MoEP: Abyssals, pg 131


Cost: 4m
Mins: Melee 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Heavenly Guardian
Defense; Exalted, pg 193), Obvious
Duration: Instant
Prerequisite Charms: Vengeful Riposte
PC invokes this Charm in response to an attack that is
not unexpected and PC must be armed. This Charm is
a perfect parry that blocks even unblockable attacks.
Mundane weapons break when used with this Charm
if the attack deals at least 25L raw damage. This
Charm has one of the four Flaws of Invulnerability
(see MoEP: Abyssals, pg 147).
PC may pay 2xp to permanently upgrade this Charm
and Elegant Flowing Deflection to treat them as the
same Charm for the purpose of Charm activations and
Combos.

MoEP: Abyssals, pg 131


Cost: Mins: Melee 5, Essence 5
Type: Permanent
Keywords: Mirror (Protection of Celestial Bliss;
Exalted, pg 193)
Duration: Instant
Prerequisite Charms: Death-Deflecting Technique
PC may prepare a single evocation of DeathDeflecting Technique ahead of time, committing 1m
until they unleash the Charm (which does not count as
a Charm use). At the time Death-Deflecting
Technique is used, PC must pay the remainder of the
cost. At Essence 6+, PC may prepare up to (Melee)
invocations of Death-Deflecting Technique. Reduce
the cost to activate that Charm to 2m.

MoEP: Abyssals, pg 131


Cost: 5m
Mins: Melee 4, Essence 2
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One action
Prerequisite Charms: Vengeful Riposte
PC may make a reflexive Melee attack against
everyone who comes within three yards of their
location. PC cannot exempt anyone within range, nor
can they move farther than one yard, make any other
attacks while the Charm is active, of flurry attacks
(even with Extra Action Charms) in hopes of striking
an enemy more than once. PC can use PDV against
ranged attacks for the Charms duration.

Symphony of the Flayed Legion*

Life-Severing Blade*

Creation-Slaying Holocaust Blade

DotFA, pg 57
Cost: 12m, 1wp
Mins: Melee 7, Essence 7
Type: Simple
Keywords: Combo-Basic, Mirror (Sharp Light of
Judgement Stance; DotFA, pg 57), Obvious, War
Duration: One Action
Prerequisite Charms: Ebon Lightning Prana
PC makes Melee attack applying it to all in (Melee x
100)yds (unblockable, undodgeable in mass combat,
damage is (x Essence) in Step 10). Allies are immune.
Enemies moving into the zone during duration are
affected. Reapply the attack every tick to all enemies
moving towards PC. Slain mortals rise 1 day later as
uncontrolled zombies hungry for flesh. If magic
designed to prevent reanimation is used, this effect
fails. Drop the 1wp cost and double the range every
time this Charm is reactivated.

Glories: UCS, pg 22
Cost: 4m or 6m
Mins: Melee 5, Essence 4
Type: Supplemental
Keywords: Combo-OK, Obvious, Mirror (Rising Sun
Slash; Glories: UCS, pg 22)
Duration: Instant
Prerequisite Charms: Artful Maiming Onslaught
For 4m, the PC selects if their attack becomes
unblockable or undodgeable. For 6m, it becomes
unblockable and undodgeable against any target.

Glories: UCS, pg 23
Cost: 5m, 1wp
Mins: Melee 6, Essence 6
Type: Supplemental
Keywords: Combo-OK, Obvious, Mirror (WorldScarring Solar Glory; Glories: UCS, pg 23)
Duration: Instant
Prerequisite Charms: Life-Severing Blade
Add (Essence) raw damage in Step 7. If post-soak
damage exceeds targets health levels, PC chooses
how many automatic levels of damage to inflict. At
Essence 7+, PC may inflict whatever level of damage
they want to nonmagical objects and structures up to
the size of a palace. At Melee 9+, PC pays +5m to
choose how many automatic levels of damage to do
regardless of total dice in Step 8. A second purchase at
Melee 8+, Essence 8+ allows PC to activate this
Charm as a miscellaneous action and commit Essence
to it to store it in advance and activate it reflexively.
At Essence 9+, PC may store up to (Essence/2)

Charnel Emperor Stance


Glories: UCS, pg 23
Cost: 15m, 1wp
Mins: Melee 7, Essence 7
Type: Simple (Speed 7, DV -4)
Keywords: Obvious, Mirror (Immortal Blade
Triumphant; Glories: UCS, pg 23)
Duration: One Scene
Prerequisite Charms: Death-Deflecting Technique
PC may activate Death-Deflecting Technique as an
innate ability rather than a Charm use. Duration is
Instant and may not be applied until after PCs DV
has refreshed once. May be used (Essence x 2) times
per scene. On the last invocation, this Charm
automatically deactivates. This Charm may not be
reactivated to re-stock its supply of defenses while it
is already active.

Elegant Bloodletting Art

Blades Well-Blooded

Ink Monkeys, Vol 29


Cost: Mins: Melee 5, Essence 4
Type: Permanent
Keywords: Mirror (Golden Destruction Cut; Lords of
Creation, pg 56)
Duration: Permanent
Prerequisite Charms: Savage Shade Style
PC counts extra successes on the attack roll three
times rather than twice for the purpose of determining
raw damage. A second purchase at Melee 6+ counts
extra successes four times rather than three. A third
purchase at Melee 8+ counts extra successes five
times instead of four. A fourth purchase at Melee 9+
causes each extra successes to be counted ten times
for the purpose of determining raw damage.

Ink Monkeys, Vol 32


Cost: Mins: Melee 5, Essence 3
Type: Permanent
Keywords: Mirror (Perfected Battle Array; Ink
Monkeys, Vol 32), Native
Duration: Permanent
Prerequisite Charms: None
PC commits Essence to the weapon of the highest
attunement, and all additional artifact weapons cost
only 1m to attune. PC may attune artifacts up to 2x
the initial attunement cost. PC may use this Charm to
reduce the attunement cost of artifact weapons for use
with combat Abilities other than Melee, but not armor,
N/A Artifacts or non-weapon Artifacts.
At Essence 4+, when PC has attuned enough weapons
to double the initial commitment cost, all additional
artifact weapons are free to attune. At Essence 5+, this
occurs at 50%, round up, of the initial attunement.

Death Well-Remembered
Ink Monkeys, Vol 32
Cost: Mins: Melee 5, Essence 3
Type: Permanent
Keywords: Martial-Ready (Martial Arts), Mirror
(Perfect Blade Aegis; Ink Monkeys, Vol 32)
Duration: Permanent
Prerequisite Charms: Elegant Flowing Deflection,
Five-Shadow Feint
PC permanently raises Melee-derived PDV by 2. This
counts as dice added by a Charm.

All Blades Cry for Blood


Ink Monkeys, Vol 32
Cost: Mins: Melee 4, Essence 3
Type: Permanent
Keywords: Mirror (Sun-Sword Concentration; Ink
Monkeys, Vol 32)
Duration: Permanent
Prerequisite Charms: Resplendent Shadow Blade
Any weapon the PC wields now possesses the MM
bonuses for soulsteel: +2 Accuracy and drains
(Essence)m per attack. This stacks with other MM
bonuses, but the motes drained by soulsteel weapons
only increase by 1m.

Coiled Shadow Attitude


Ink Monkeys, Vol 32
Cost: 3m
Mins: Melee 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Mirror (Blade Lair
Discipline; Ink Monkeys, Vol 32), Native
Duration: One scene
Prerequisite Charms: Death Well-Remembered
This Charm imposes a -1 external penalty on all
attacks made against the PC.

Entropic Blade Nature


Ink Monkeys, Vol 32
Cost: Mins: Melee 5, Essence 5
Type: Permanent
Keywords: Martial-ready (Archery, Martial Arts,
Thrown), Mirror (Inexorable Swordsman Spirit; Ink
Monkeys, Vol 32), Native
Duration: Permanent
Prerequisite Charms: Coiled Shadow Attitude
Reduce targets DVs by two on all attacks the PC
makes with their Melee dice pool.

Deaths Knight Stance

Pinned Moth Tactic

Ink Monkeys, Vol 32


Cost: - (+3m or +3m, 1wp)
Mins: Melee 5, Essence 4
Type: Permanent
Keywords: Mirror (Guardian Sunfire Catechism; Ink
Monkeys, Vol 32)
Duration: Permanent
Prerequisite Charms: Death-Deflecting Technique
PC pays +3m when activating Death-Deflecting
Technique to extending its duration to One tick. At
Essence 5+, PC may extend duration to One action by
paying +3m, 1wp. In conjunction with a Defend Other
action, PC may activate this Charm multiple times to
cover multiple allies. This Charm may not enhance
activations of Death-Deflecting Technique pre-loaded
through Fluttering Moth Defense.

Ink Monkeys, Vol 38


Cost: 2m
Mins: Melee 3, Essence 3
Type: Reflexive (Step 1)
Keywords: Combo-OK, Crippling, Martial (Archery,
Martial Arts, Thrown), Obvious
Duration: Instant
Prerequisite Charms: Savage Shade Style
PC makes an attack that does lethal or aggravated
damage. If the attack inflicts at least one health level
of damage, the target is pinned in place. PC may
remove their weapon and leave target pinned by a
shadow weapon. Breaking free is an extended
(Strength + Athletics) roll to accumulate (Strength +
2) successes. One attempt can be made per action and
each attempt deals 1L level of damage automatically
that ignores hardness. If target suffers knockback
while pinned, they are ripped free and suffer 3L levels
of damage that ignore hardness

Instant Murder Flash

Blood Press Guillotine

Terrestrial Circle Sorcery

Ink Monkeys, Vol 38


Cost: 6m
Mins: Melee 5, Essence 3
Type: Extra Action
Keywords: Combo-OK, Martial (Martial Arts),
Obvious
Duration: Instant
Prerequisite Charms: Time-Scything Technique
PC flurries up to (Dexterity + 3) attacks, one per
target. Target must be within (Essence x 5) yds of
previous target hit. If PC deals at least one health level
of damage, victim is instantly Inactive for the duration
of the tick. Victim returns to normal action count at
the start of the next tick. If this Charm ends early,
victims break out of Inactive. PC may not re-apply
damage via Charms or use free-reflexive attacks on
Inactive victims.

Ink Monkeys, Vol 38


Cost: - (2m, 1wp)
Mins: Melee 5, Essence 4
Type: Permanent
Keywords: Martial (Martial Arts), Obvious, Native
Duration: Permanent
Prerequisite Charms: Instant Murder Flash
If PC has made at least 3 victims inactive with Instant
Murder Flash, they may spend 2m, 1wp to attack each
Inactive victim a second time at full dice pool. It
ignores range and adds (Essence) automatic
successes. PC may enhance this Charm with offensive
Charms fueled by Overdrive.

MoEP: Abyssals, pg 162


Cost: Mins: Occult 3, Essence 3
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
PC can now take Terrestrial Circle Sorcery actions:
Shape Terrestrial Circle Sorcery (Speed 5, DV -2)
PC shapes a spell they know, paying 1wp with the
Essence cost of the spell. PC can take the Cast
Sorcery action as their next action, releasing the spell
and rejoining battle.
Cast Sorcery (Varies, DV -0)
PC cannot activate Charms or take voluntary reflexive
actions. This action causes the spell to take effect.
Rejoin battle by rolling Join Battle again and
comparing to the reaction count.

Celestial Circle Sorcery

Shadowlands Circle Necromancy

Labyrinth Circle Necromancy

MoEP: Abyssals, pg 162


Cost: Mins: Occult 4, Essence 4
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Terrestrial Circle Sorcery
PC can now take Celestial Circle Sorcery actions.
Shape Celestial Circle Sorcery (2 actions Spd 5, DV
-3)
PC shapes a spell they know, paying 1wp per shaping
action with the Essence cost of the spell. PC can take
the Cast Sorcery action as their next action, releasing
the spell and rejoining battle.
Cast Sorcery (Varies, DV -0)
PC cannot activate Charms or take voluntary reflexive
actions. This action causes the spell to take effect.
Rejoin battle by rolling Join Battle again and
comparing to the reaction count.

MoEP: Abyssals, pg 162


Cost: Mins: Occult 3, Essence 3
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
PC can now take Shadowlands Circle Necromancy
actions.
Shape Shadowlands Circle Necromancy (Spd 5, DV
-2)
PC shapes a spell they know, paying 1wp with the
Essence cost of the spell. PC can take the Cast
Necromancy action as their next action, releasing the
spell and rejoining battle.
Cast Necromancy (Varies, DV -0)
PC cannot activate Charms or take voluntary reflexive
actions. This action causes the spell to take effect.
Rejoin battle by rolling Join Battle again and
comparing to the reaction count.

MoEP: Abyssals, pg 162


Cost: Mins: Occult 4, Essence 4
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Shadowlands Circle
Necromancy
PC can now take Labyrinth Circle Necromancy
actions.
Shape Labyrinth Circle Necromancy (2 actions Spd 5,
DV -3)
PC shapes a spell they know, paying 1wp per shaping
action with the Essence cost of the spell. PC can take
the Cast Necromancy action as their next action,
releasing the spell and rejoining battle.
Cast Necromancy (Varies, DV -0)
PC cannot activate Charms or take voluntary reflexive
actions. This action causes the spell to take effect.
Rejoin battle by rolling Join Battle again and

Void Circle Necromancy

Spirit-Sensing Meditation

Corpus-Rending Blow*

MoEP: Abyssals, pg 162


Cost: Mins: Occult 5, Essence 5
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: Labyrinth Circle Necromancy
PC can now take Void Circle Necromancy actions.
Shape Void Circle Necromancy (3 actions Spd 5, DV
-3)
PC shapes a spell they know, paying 1wp per shaping
action with the Essence cost of the spell. PC can take
the Cast Necromancy action as their next action,
releasing the spell and rejoining battle.
Cast Necromancy (Varies, DV -0)
PC cannot activate Charms or take voluntary reflexive
actions. This action causes the spell to take effect.
Rejoin battle by rolling Join Battle again and
comparing to the reaction count.

MoEP: Abyssals, pg 162


Cost: 3m
Mins: Occult 2, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror (Spirit-Detecting
Glance; Exalted, pg 221)
Duration: One scene
Prerequisite Charms: None
This Charm allows the PC to see, hear, smell and feel
but not touch dematerialized creatures. Such spirits
are now valid targets for Awareness actions, including
reflexive Awareness reactions.

MoEP: Abyssals, pg 162


Cost: 1m
Mins: Occult 2, Essence 2
Type: Supplemental
Keywords: Combo-OK, Dusk, Mirror (Spirit-Cutting
Attack; Exalted, pg 221), Obvious
Duration: Instant
Prerequisite Charms: Spirit-Sensing Meditation
This Charm enhances an attack and makes it capable
of striking dematerialized creatures. The attack deals
aggravated damage to spirits, materialized or not. This
Charm is permitted to supplement actions using other
Abilities. If the PC cannot see the spirit, they have a
-2 external penalty to the attack.

God-Slaying Torment*

Spirit-Desolating Sphere

Through Dead Eyes

MoEP: Abyssals, pg 162


Cost: 2m
Mins: Occult 4, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK, Dusk, Mirror (Ghost-Eating
Technique; Exalted, pg 221), Obvious
Duration: Instant
Prerequisite Charms: Corpus-Rending Blow
This Charm is activated after making a successful
attack that damages or dissipates the spirit. In addition
to the damage of the attack, (PCs Essence x 2)m are
transferred to the PC from the spirit. If the spirit
dissipates, the PC casts it into Oblivion. The spirit
lingers as an inactive but aware dematerialized
presence for (Spirits Essence) ticks.

MoEP: Abyssals, pg 163


Cost: 10m
Mins: Occult 5, Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Mirror (SpiritRepelling Diagram; Exalted, pg 221), Obvious
Duration: One scene
Prerequisite Charms: Corpus-Rending Blow
PC casts out spirits, emanating a zone of darkness in a
ring with a radius of (Essence)yds around them. This
ring is centered on the character for the duration. All
dematerialized creatures who take actions this scene
suffer a Compulsion not to enter or stay in the ring
while dematerialized. Resisting costs (PCs
Essence)wp to resist for the duration.

MoEP: Abyssals, pg 163


Cost: 6m
Mins: Occult 5, Essence 2
Type: Reflexive (Step 1)
Keywords: Mirror (All-Encompassing Sorcerors
Sight; Exalted, pg 222)
Duration: One scene
Prerequisite Charms: Spirit-Sensing Meditation
PC can now see motes, Essence-fueled effects, power
and invisible magical creatures and effects as valid
targets for visual Awareness rolls. Charms are
Obvious and dematerialized beings are visible for the
PC. PC recognizes Artifacts, Manses, Demesnes and
beings with Essence 4+ as such. Using Stealth does
not automatically reveal others by Charms, Essence
Trait or Artifacts, but grant +(targets Essence) to
pierce mundane or magical Stealth and disguises. PC
may roll (Intelligence + Occult) to analyze Essence.
Identifying exact Charms is diff 5, gauging Essence or
Demesne, Manse, or Artifact rating is diff 2.

Divinity-Banishing Contempt

Oblivion Triumphant

Spirit-Chaining Doom

MoEP: Abyssals, pg 163


Cost: 5m, 1wp
Mins: Occult 5, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Asserting the
Mandate; MoEP: Abyssals, pg 163), Knockback,
Obvious, Touch
Duration: Instant
Prerequisite Charms: Spirit-Desolating Sphere
PC touches a spirit and blasts them backwards (PCs
Essence x 10)yds, knocking it prone. The spirit is also
forced into its natural state. At Essence 5+, PC may
touch spirits up to 100 yds away using an
unblockable (but dodgeable) attack with (Charisma +
Occult).

MoEP: Abyssals, pg 164


Cost: Mins: Occult 5, Essence 3
Type: Permanent
Keywords: Obvious
Duration: N/A
Prerequisite Charms: God-Slaying Torment
The Charm enhances its prerequisite; Fair Folk are
now valid targets for God Slaying Torment. When
used against humans, this effect may only steal motes
from those who have them and destroy their Hun soul.
Their bodies are left for reanimation and their Po may
rise as a hungry ghost. At Essence 5+, PC may
activate God Slaying Torment whenever a valid target
dies in (Essence x 10)yds as an innate power instead
of a Charm use. This mode does not provide Essence
to the PC unless they struck the deathblow.

MoEP: Abyssals, pg 164


Cost: Mins: Occult 5, Essence 5
Type: Permanent
Keywords: Mirror (Demon-Binding Redemption;
MoEP: Abyssals, pg 164), Obvious, Servitude
Duration: Instant
Prerequisite Charms: God-Slaying Torment
This Charm enhances its prerequisite; the PC may
enslave a spirit instead of destroying them. Instead of
fading away, the spirit heals to its lowest -4 hl and 0
wp remaining. The spirit must obey the wording of
their killers orders without possibility of resistance
for 1 yr and 1 day, including unacceptable orders.
Actual sorcerous or necromantic binding trumps this
Charm and ends its effects. Enslaving a god violates
Celestial law. PCs who know Oblivion Triumphant
may bind slain Fair Folk as well as spirits, but they
cant bind those they did not personally kill.

Dancing on the Graves of Giants

Black Pariahs Curse

Morbid Fascination Style

Ink Monkeys, Vol 38


Cost: Mins: Occult 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: God-Slaying Torment
When the PC permanently kills a living being with
Essence 4+, they lose 1 point of Resonance. If the
being had Essence 6+, PC loses an additional point of
Resonance. If the being was a non-Abyssal Exalt, PC
loses one more point of Resonance. Sorcerously
bound spirits grant no Resonance loss when executed.

Ink Monkeys, Vol. 48


Cost: 1m or 3m
Mins: Occult 5, Essence 3
Type: Simple
Keywords: Combo-OK, Shaping, Touch
Duration: Indefinite
Prerequisite Charms: Corpus-Rending Blow
PC touches target (1m for extra, 3m otherwise),
attunes them to the Underworld as a Shaping effect.
Target is both material and immaterial at the same
time. Ghosts can perceive this Charm as an Obvious
mark. Ghosts with an Intimacy towards the target
sense the Charms activation in any realm of
existence. A repurchase at Essence 4+ allows the PC
to target ghosts of equal or lower Essence than the PC
and plasmics for 6m. PC may touch the space the
ghost should occupy instead of the ghost. Ghosts
become both material and immaterial but do not
broadcast this state. Others who perceive them see
this Charm as an Obvious mark.

MoEP: Abyssals, pg 141


Cost: 5m
Mins: Performance 3, Essence 2
Type: Simple (Speed 4 in long ticks)
Keywords: Combo-OK, Compulsion, Mirror
(Respect-Commanding Attitude; Exalted, pg 202),
Obvious, Social
Duration: One scene
Prerequisite Charms: None
PC makes a Performance roll and everyone who can
see or hear the PC (if their MDV is not exceeded)
suffers a Compulsion to stay and respectfully observe
the performance. Targets know they are in the
presence of a supernaturally terrifying orator.
Resisting this Compulsion for 5 minutes costs 1wp, to
a maximum of 4wp per scene.

Inescapable Massacre Technique

Haunting Apparition Trick

Withering Phantasmagoria

MoEP: Abyssals, pg 141


Cost: 5m, 1wp
Mins: Performance 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror (Face
the Light; MoEP: Abyssals, pg 141), Obvious
Duration: One scene
Prerequisite Charms: Morbid Fascination Style
PC rolls (Charisma + Performance) and adds
(Essence) successes. Everyone with a Dodge MDV
lower than the successes suffers unnatural
Compulsion to stay when they attempt to leave or
avoid social or physical combat with the PC.
Resisting this Compulsion for the scene costs 3wp.
Fair Folk cannot resist this Charm. Those who must
flee and cannot spend the wp collapse in terror for the
duration.

MoEP: Abyssals, pg 141


Cost: Mins: Performance 3, Essence 3
Type: Permanent
Keywords: Mirror (Phantom-Conjuring Performance;
Exalted, pg 202), Obvious
Duration: Varies
Prerequisite Charms: Any Performance Excellency
PC creates illusory effects to enhance a performance
using a Performance Excellency. These effects remain
within (Essence x 10) yds of the PC and cannot be
used to confuse or deceive others without a stunt.

MoEP: Abyssals, pg 141


Cost: Varies, +1wp
Mins: Performance 5, Essence 3
Type: Simple (Speed 6, DV -2)
Keywords: Combo-Basic, Illusion, Mirror (DemonWracking Glory; MoEP: Abyssals, pg 141), Obvious
Duration: Instant (see below)
Prerequisite Charms: Haunting Apparition Trick
Range of this Charms prerequisite is (Essence x 100)
yds. At Essence 6+, it is (Essence 5) miles. Effects
cause injury to mortals within (Essence x 10) yds. PC
attacks with a (Charisma + Performance) roll that
does:

1lhl per 2m spent each action to a maximum of


(Essence) soakable only with Stamina or soakenhancing Charms. Or

One victim suffers 1lhl unsoakable damage per


action for 3m per action. Or
Inflicts up to (Stamina + Essence)L dice (1m per
die) on one target. Dodgeable, but soakable only
with Stamina or soak-enhancing Charms or

Soul-Desiccating Style

Irresistible Succubus Style

Lies that Tell Themselves

MoEP: Abyssals, pg 142


Cost: 6m
Mins: Performance 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, Emotion, Mirror (HeartCompelling Method; Exalted, pg 202), Social
Duration: One scene
Prerequisite Charms: Any Performance Excellency
This Charm instills negative Emotions in the PCs
audience that costs 3wp to resist for the scene. This
Charm must supplement a successful Performance roll
to rouse emotion in others.

MoEP: Abyssals, pg 142


Cost: 10m, 1wp
Mins: Performance 5, Essence 3
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Emotion, Mirror (HusbandSeducing Demon Dance; Exalted, pg 203), Obvious,
Social
Duration: Instant
Prerequisite Charms: Soul-Desiccating Style
PC makes a ([Charisma or Manipulation] +
Performance) roll and adds (Appearance) bonus dice.
Successful social attacks build an Intimacy of lust to
the PC regardless of sexual orientation. The first time
in a scene the target has gained this Intimacy that the
PC makes a (Manipulation + Presence) social attack
to seduce the target (they must have a lower Essence
rating), the attack becomes Unnatural Mental
Influence that costs 3wp to resist.

MoEP: Abyssals, pg 143


Cost: 10m, 1wp
Mins: Performance 5, Essence 2
Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Illusion, Mirror (MemoryReweaving Discipline; Exalted, pg 202), Social
Duration: Instant
Prerequisite Charms: Haunting Apparition Trick,
Soul-Desiccating Style
This Charm is a Performance-based social attack that
encourages a specific belief. This is Unnatural Mental
Influence on every valid target of this roll. If their
MDV is exceeded, they believe what the PC wants
and gain a commitment (see Exalted, pg 201) to that
belief. Shaking off the Illusion costs 1wp per scene
and this effect lasts until the commitment is broken.

Elegy for the Fallen

Essence Engorgement Technique*

MoEP: Abyssals, pg 143


Cost: 3m
Mins: Performance 4, Essence 2
Type: Supplemental
Keywords: Combo-OK, Compulsion, Social
Duration: Instant
Prerequisite Charms: Any Performance Excellency
This Charm adds 10 successes to a prayer action on a
ghost with Essence less than the PCs. This bonus
stacks with Excellencies. Target hears the prayer from
anywhere in existence and feels a Compulsion to
appear. Resisting costs 1wp. If the target does not
resist, PC may spend 17m to summon the target
instantly. PC can use this Charm to ensure a Deathlord
or the Neverborn hear their message but not to
summon them.

MoEP: Abyssals, pg 157


Cost: Mins: Performance 5, Essence 3
Type: Permanent
Keywords: Merged (War, Lore, Larceny,
Bureaucracy), Mirror (Immanent Solar Glory;
Exalted, pg 218), Native, Obvious
Duration: Indefinite
Prerequisite Charms: None
Each purchase of this Charm grants a secondary pool
of 10m of peripheral Essence that can be filled using
the PCs innate bite attack, by terrorizing or harming a
town, army, organization or other social or military
unit. Every hour spent allows the PC to recover (the
units Magnitude)m. This Essence cannot be
committed to an artifact. This Charm may be
purchased up to (Essence) times. This Charm is
available in the War, Lore, Larceny and Bureaucracy
Abilities. Each purchase of this Charm counts towards
the maximum of (Essence) purchases.

Poisoning the Will

Broken Heart Triumph

MoEP: Abyssals, pg 143


Cost: 10m, 1wp
Mins: Presence 3, Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Mirror
(Hypnotic Tongue Technique; Exalted, pg 203) Social,
Stackable, Touch
Duration: (Charisma) days
Prerequisite Charms: Any Presence Excellency
PC rolls (Manipulation + Presence) against one target,
whom will be compelled to follow one order given by
the PC if the roll exceeds their MDV. Target may
spend 1wp to resist, but must spend this every day
they wish to resist the order. Influence fades when the
Charm expires. Target is not aware of the
Compulsion, and must spend 4wp at once to
remember it later (they only need to do this once).
Recognizing the influence is not resisting it, and
targets dont gain Resonance from doing so.

MoEP: Abyssals, pg 143


Cost: 5m, 1wp
Mins: Presence 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Emotion, Mirror (You Can
Be More; MoEP: Abyssals, pg 143), Social
Duration: Instant
Prerequisite Charms: Poisoning the Will
This Charm enhances a Presence attack to erode a
positive Intimacy. If successful, the attack becomes
Unnatural Mental Influence that costs 2wp to resist. If
the target spends the wp, this Charm cannot be used
on them again this scene. If unresisted, the Intimacy
becomes one of hate or resentment. At Essence 4+,
PC may attack a mortals Motivation. If unresisted,
the target must choose a new, un-heroic Motivation.
Heroic mortals become extras. Potential Sidereal
Exalts are immune to this effect.

Lust and Loathing Stance*


Glories: UCS, pg 26
Cost: 6m
Mins: Performance 5, Essence 3
Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror (RoseLipped Seduction Style; Glories: UCS, pg 26),
Obvious
Duration: One scene
Prerequisite Charms: Irresistible Succubus Style
All characters possessing a negative Intimacy or
Intimacy of lust toward the PC have their MDVs
halved against all seduction attempts from the PC.
Shaking off this influence costs 1wp per action.

Lurking Malice Insinuation


MoEP: Abyssals, pg 143
Cost: Mins: Presence 5, Essence 3
Type: Permanent
Keywords: Mirror (Mind Yields to Glory; MoEP:
Abyssals, pg 143)
Duration: N/A
Prerequisite Charms: Poisoning the Will
This Charm increases the duration of its prerequisite
to 1 month. At Essence 4+, PC can make it cost 5wp
to resist the first opportunity to fulfill the order
instead of 1wp per day. With this option, the Charm
ends after this occurs. At Essence 5+, cost of this
Charm is (Essence)m.

Dread Lords Demeanor

Heart-Stopping Mien

MoEP: Abyssals, pg 144


Cost: 7m
Mins: Presence 4, Essence 3
Type: Reflexive (Step 2)
Keywords: Mirror (Majestic Radiant Presence;
Exalted, pg 204), Obvious, Social
Duration: One scene
Prerequisite Charms: Any Presence Excellency
This Charm negates any physical or social attack on
the PC unless the attacker succeeds on a reflexive diff
1 Valor roll or diff 2 Willpower roll (PCs choice).
Target need only succeed once per action. This
Unnatural Mental Influence costs 3wp to resist for the
scene

MoEP: Abyssals, pg 144


Cost: - (1wp)
Mins: Presence 5, Essence 3
Type: Permanent
Keywords: Obvious, Social
Duration: Instant
Prerequisite Charms: Dread Lords Demeanor
PC may invoke this Charms prerequisite for +1wp to
cause their attackers to suffer -2 internal penalty and
(Essence) dice of unsoakable lethal damage in
addition to the roll to resist.

Killing Words Technique


MoEP: Abyssals, pg 144
Cost: - (1wp)
Mins: Presence 4, Essence 3
Type: Permanent
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Dread Lords Demeanor
Whenever the PC makes a written or spoken social
attack or uses a Charm with Unnatural Mental
Influence, they may spend +1wp to enhance the
effect. Anyone who spends wp to resist must instead
pay lethal health levels equal to the wp cost. This
damage cannot be prevented by any effect that does
not also result in the victim consenting to the social
attack. PC chooses how the damage manifests.

Soul Flaying Gaze

Chaining the Weak

Command the Dead

MoEP: Abyssals, pg 144


Cost: 3m
Mins: Presence 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Mirror (Terrifying
Apparition of Glory; Exalted, pg 204), Social
Duration: Instant
Prerequisite Charms: Dread Lords Demeanor
This Charm supplements an attempt at natural mental
influence, rendering the targets Dodge MDV
inapplicable. If Dread Lords Demeanor is active, this
Charm costs only 2m to invoke.

MoEP: Abyssals, pg 145


Cost: 12m, 1wp
Mins: Presence 5, Essence 4
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Mirror (Worshipful Lackey
Acquisition; Exalted, pg 205), Obvious, Servitude,
Social
Duration: (Charisma) days
Prerequisite Charms: Any Presence Excellency
PC convinces a target of their greatness, roll
([Charisma or Manipulation] + Presence) and
subtracting the targets MDV as an external penalty. If
successful, the target suffers a Servitude effect to
serve the PC loyally. This Unnatural Mental Influence
costs 1wp per day to resist. This Charm creates an
instant commitment (see Exalted, pg 201) that cannot
be shaken until the Charms effect ends and must be
broken normally afterward.

MoEP: Abyssals, pg 145


Cost: 5m + 1m per target
Mins: Presence 3, Essence 2
Type: Simple (Speed 6, DV -2)
Keywords: Combo-Basic, Servitude, Social
Duration: One day
Prerequisite Charms: Any Presence Excellency
PC rolls (Manipulation + Presence) at a difficulty of
the Essence of the mindless undead or the Dodge
MDV of the necromancer who controls the creatures.
Use the highest difficulty for multiple targets. If
successful, targets obey the PC until the sun next
rises. They treat all orders as acceptable though
comprehension is limited. Targets have an effective
intelligence of 1 for understanding the PCs
commands.

Heartless Fiend Insinuation


MoEP: Abyssals, pg 145
Cost: 2m
Mins: Presence 1, Essence 3
Type: Supplemental
Keywords: Avatar (1), Combo-OK, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
This Charm grants power over targets with
Compassion 1 or those who lack positive Intimacies.
The targets MDV is halved against PCs social
attacks using any Ability.

Sanity-Eroding Diatribe

Insidious Forbidding Command*

MoEP: Abyssals, 146


Cost: 5m, 1wp
Mins: Presence 3, Essence 3
Type: Simple (Speed 6 in long ticks)
Keywords: Avatar (1), Obvious, Social
Duration: Instant
Prerequisite Charms: Any Presence Excellency
PC makes a social attack of ([Charisma or
Manipulation] + Presence) vs. targets Dodge MDV. If
successful, every 3 threshold successes cause the
target to increase their Limit or Resonance by one
though the target may spend 2wp rather than gain the
points. Other targets instead lose 1wp for every 3
threshold successes. Victims reduce to 0wp by this
Charm suffer the effects of a Solar Limit Break
selected by the ST. Mortals cannot partially control
Limit Breaks. Exalts with Limit wipe their Limit track
afterward, but Abyssals keep their Resonance points.

DotFA, pg 59
Cost: 5m
Mins: Presence 5, Essence 4
Type: Simple (Speed 6 in Long ticks, DV -1)
Keywords: Combo-OK, Compulsion, Mirror (MindBlanking Rebuke; DotFA, pg 59), Obvious, Social
Duration: Instant
Prerequisite Charms: Dread Lords Demeanor
PC forbids a target to take a certain action, rolling
(Charisma + Presence) as a UMI social attack against
targets Dodge MDV. On a success, target may not
take this action for the scene. Ban may be no wider
than the scope of a single Ability or Charm, at STs
discretion. Examples including dodging my attacks,
or using Seven Shadow Evasion. PC cannot prevent
target from resisting this Charm or forbid necessary
life function. Cost to resist is 1wp for 1 action or 3wp
for 1 scene.

Stalking the Shadowed Mind*

Eternal Overlord of Dread Attitude*

Barrow Kings Authority

DotFA, pg 59
Cost: Mins: Presence 5, Essence 5
Type: Permanent
Keywords: Mirror (Searing After-Image Passion;
DotFA, pg 59)
Duration: Permanent
Prerequisite Charms: Sanity-Eroding Diatribe
When the PC makes a social attack inspiring a passion
(a negative emotion, one of their negative Intimacies
or their Motivation), targets must spend +2wp to
resist. PC must choose one passion at a time, and may
pay 1xp to switch to a new passion for this Charm. PC
may not force a target to spend more than 5wp to
resist a single instance of mental influence.

DotFA, pg 59
Cost: 5m, 1wp
Mins: Presence 6, Essence 6
Type: Simple
Keywords: Combo-Basic, Compulsion, Emotion,
Mirror (Eternal Empress of Love Attitude; DotFA, pg
59)
Duration: Indefinite
Prerequisite Charms: Broken Heart Triumph
Targets possessing an Intimacy of fear towards the PC
may not raise a hand against them while this Charm is
active as a UMI effect. Harming the PC in any way
costs 1wp per action. Spending 3wp over 1 scene
negates this Charm for that target. A repurchase at
Presence 7+, Essence 7+ renders mortals incapable of
spending wp to resist this Charm.

Ink Monkeys, Vol 29


Cost: Mins: Presence 5, Essence 3
Type: Permanent
Keywords: Mirror (Shining on Dark Realms; Ink
Monkeys, Vol 29)
Duration: Permanent
Prerequisite Charms: Dread Lords Demeanor
Any ghost with an Intimacy of loyalty to PC is
immune to being summoned and bound through
necromancy or sorcery unless by the PC. Mental
influence to betray the PC suffers -1 external penalty.

Hungry Darkness Prana

Light-Devouring Labyrinth

Armor-Calling Kata

Ink Monkeys, Vol 29


Cost: 5m
Mins: Presence 5, Essence 3
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: Indefinite
Prerequisite Charms: Dread Lords Demeanor
Light dims within (Essence x 100) yds of the PC.
Visibility is reduced to No moon, grass or leafless
forest (Exalted, pg 135) and it grows cold
(environmental hazard: 1B/minute, Trauma 1). All in
range suffer -1 external penalty on all hearing based
Awareness rolls due to ghostly whispers. Zone counts
as trappings of death. PC is immune to the negative
effects of this Charm. Sunlight from a Holy source
negates this Charm.

Ink Monkeys, Vol 29


Cost: Mins: Presence 5, Essence 3
Type: Permanent
Keywords: Illusion, Obvious
Duration: Permanent
Prerequisite Charms: Hungry Darkness Prana
This Charm upgrades its prerequisite.All inside find
their way to the center of the zone the PC.
Attempting to move away from the PC or leave the
zone requires a reflexive (Wits + Awareness) roll once
per action at diff (Essence). Success lets them move
as they will. Failure confuses them and draws them in.
Victims may spend 2wp to ignore this Charms
Unnatural Mental Influence for one day.

MoEP: Abyssals, pg 146


Cost: 1m
Mins: Resistance 1, Essence 1
Type: Simple
Keywords: Combo-OK, Mirror (Whirlwind ArmorDonning Prana; Exalted, pg 205), Obvious
Duration: Instant
Prerequisite Charms: None
PC makes 1 minutes progress of putting on armor in
1 action. PC normally use this Charm for a number of
actions equal to the armors Mobility penalty to
completely put on their armor.

Void-Banished Mail

Inauspicious Inner Aegis

MoEP: Abyssals, pg 146


Cost: 1m
Mins: Resistance 3, Essence 3
Type: Simple (Speed 3)
Keywords: Combo-OK, Mirror (Hauberk-Lightening
Gesture; Exalted, pg 205), Obvious
Duration: Indefinite
Prerequisite Charms: Armor-Calling Kata
PC puts on a suit of armor they own and has used in
battle and then sends it to Elsewhere. PC can summon
that armor onto their body directly. Doing so takes the
same amount of time putting on the armor normally
does. This Charm applies to body armor and shields,
but not other worn items.

MoEP: Abyssals, pg 146


Cost: 10m, 1wp or 13m, 1wp
Mins: Resistance 4, Essence 3
Type: Simple
Keywords: Mirror (Glorious Solar Plate; Exalted, pg
205), Obvious
Duration: One scene
Prerequisite Charms: Void-Banished Mail
PC shapes Essence into medium or heavy armor and it
glows as a 8-10m anima display. This armor is
incompatible with other armor or warstriders. It has
10L/10B soak, 5 Hardness, -1 Mobility and no
Fatigue. PC is instantly fully armored. For an
additional 3m, this armor can form shields and capes
that move on their own, leaving hands free. Capes
provide +1DV (close)/+1 DV (ranged) protection and
are not cumulative with cover and shields.
Note: Other names for this Charm are Ivory Blossom
Carapace and Crimson Petal Armor.

Ghost Armor Prana


MoEP: Abyssals, pg 146
Cost: 3m per fatigue/mobility penalty reduction
Mins: Resistance 4, Essence 1
Type: Simple
Keywords: Combo-OK, Mirror (Armored Scouts
Invigoration; Exalted, pg 205)
Duration: Indefinite
Prerequisite Charms: Armor-Calling Kata.
PC spends motes to reduce the Fatigure and/or
Mobility penalty of their armor to a minimum of 0.
This Charm lasts until the PC removes the armor.

Injury Absorbing Discipline*


MoEP: Abyssals, pg 147
Cost: 10m
Mins: Resistance 1, Essence 1
Type: Supplemental
Keywords: Combo-OK, Dusk, Mirror (BodyMending Meditation; Exalted, pg 208)
Duration: Until the night ends
Prerequisite Charms: None
This action requires 1 hour without a stunt or other
Charm. PC rolls (Stamina + Resistance), with success
speeding healing by 10x or, if the PC prefers, adding
successes to a physicians attempt at Wound-Mending
Care Technique on them. See Exalted, pg 149 for
natural healing rates. PC may invoke this Charm
while Inactive.

Spirit-Hardened Frame*
MoEP: Abyssals, pg 147
Cost: 3m
Mins: Resistance 2, Essence 1
Type: Reflexive (Step 7)
Keywords: Combo-OK, Dusk, Mirror (Durability of
Oak Meditation; Exalted, pg 206)
Duration: Instant
Prerequisite Charms: None
PCs Hardness against a single attack is 8.

Restless As the Dead

Corpse Needs No Food

MoEP: Abyssals, pg 148


Cost: 3m per day (2xp)
Mins: Resistance 3, Essence 2
Type: Simple
Keywords: Mirror (Tireless Sentinel Technique;
MoEP Abyssals, pg 148), Taint
Duration: Indefinite
Prerequisite Charms: None
PC suffers no penalty for sleep deprivation save the
lost opportunity to recover willpower for up to
(Stamina + Resistance) days. After this, PC suffers
1bhl of damage per day without sleep which must be
healed through rest before this Charm can be activated
again. PC may purchase this Charm as a Taint to make
it permanent and never need sleep again.

MoEP: Abyssals, pg 148


Cost: 3m per day (4xp)
Mins: Resistance 4, Essence 3
Type: Simple
Keywords: Taint
Duration: Indefinite
Prerequisite Charms: Restless as the Dead
This Charm causes the total penalty for starvation or
thirst never exceeds -1. PC may purchase this Charm
as a Taint to make it permanent and cause them to be
incapable of eating except when consuming others for
Essence. After eating any other food, roll (Stamina +
Resistance) each minute with a diff of (minutes since
the first bite). Failure causes the PC to vomit the food.

Wounds Mean Nothing*


MoEP: Abyssals, pg 147
Cost: 4m
Mins: Resistance 5, Essence 3
Type: Reflexive (Step 7)
Keywords: Combo-OK, Dusk, Mirror (Adamant Skin
Technique; Exalted, pg 207), Obvious
Duration: Instant
Prerequisite Charms: Any Resistance Excellency,
Injury Absorbing Discipline, Spirit-Hardened Frame
PC perfectly negates all damage before it is rolled and
after all boosting effects. PC appears to suffer the
damage, but heals it back in less than a second. This
Charm has one of the four Flaws of Abyssal
Invulnerability.

Breathless Ghost Emulation


MoEP: Abyssals, pg 148
Cost: 4m, 1wp
Mins: Resistance 5, Essence 3
Type: Simple
Keywords: Obvious
Duration: One day
Prerequisite Charms: Corpse Needs No Food
PC does not need to breathe except to speak.

Cadaverous Torpor Technique

Ox-Body Technique

Plague Knows its Master

MoEP: Abyssals, pg 148


Cost: Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
PC gains (current Stamina) Incapacitated health
levels. All vital signs stop while theyre Incapacitated
giving them benefits as Plague Knows Its Master,
Corpse Needs No Food and Breathless Ghost
Emulation and making them appear dead to all
examination. If a Charm opposes this effect, add
(Essence) bonus successes to the roll off. PC may
purchase this Charm up to (Resistance) times. At
Essence 3+, PC may act as though they are
Incapacitated before they reach that health level. PC
may specify the series of events which awaken them.

MoEP: Abyssals, pg 149


Cost: Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: Mirror (Ox-Body Technique; Exalted, pg
208), Stackable
Duration: Permanent
Prerequisite Charms: None
PC gains additional health levels and must choose one
of the following packages with every purchase of this
Charm, up to (Resistance) purchases.

One -0 health level

Two -2 health levels

One -1 health level and two -2 health levels.

MoEP: Abyssals, pg 149


Cost: 6m, 1wp
Mins: Resistance 5, Essence 3
Type: Simple (Speed 4)
Keywords: Combo-OK, Mirror (Immunity to
Everything Technique; Exalted, pg 208)
Duration: One scene
Prerequisite Charms: Any Resistance Excellency
This Charm stops Poison and Sickness effects for 1
scene and prevents the PC from suffering new Poison
or Sickness effects during the scene. PC may also
choose to catch the Sickness and not suffer from it,
allowing them to spread it without risk to themself.

Far Beyond Ruin*


DotFA, pg 60
Cost: 5m
Mins: Resistance 6, Essence 6
Type: Reflexive (Step 10)
Keywords: Combo-OK, Dusk, Mirror (Ruin-Abasing
Shrug; DotFA, pg 60)
Duration: Instant
Prerequisite Charms: Wounds Mean Nothing
This Charm grants a perfect defense with a Flaw of
Invulnerability. Reduce the final damage inflicted by
an attack to 0. PCs with 2+ points of Resonance
reduce the damage only to (Resonance/2), round
down. Under this condition, this Charm loses its Flaw
of Invulnerability. This Charm may not be used in a
Combo with any Charm bearing the Reactor keyword
if it carries a Flaw of Invulnerability. A repurchase at
Essence 7+ extends the duration to One tick for +2m
or One action for +2m, 1wp.

Flesh as Marble Stance


Glories: UCS, pg 27
Cost: - (+1m)
Mins: Resistance 4, Essence 3
Type: Permanent
Keywords: Mirror (Armored in Righteousness
Stance; Glories: UCS, pg 27)
Duration: Permanent
Prerequisite Charms: Resilient Corpse Body
This Charm upgrades its prerequisite, adding
(Essence) to the amount of soak provided. For +1m,
this becomes compatible with armor.

Resilient Corpse Body


Glories: UCS, pg 28
Cost: 4m, 1wp
Mins: Resistance 3, Essence 2
Type: Simple
Keywords: Combo-OK, Mirror (Iron Kettle Body;
Exalted, pg 207), Obvious
Duration: One scene
Prerequisite Charms: Injury-Absorbing Discipline,
Spirit-Hardened Frame
This Charm gives the PC +4A/+8L/+8B soak for the
scene. This soak cannot be used with armor.

Hope-Slaying Resilience
Ink Monkeys, Vol 38
Cost: 2m
Mins: Resistance 3, Essence 2
Type: Reflexive
Keywords: Combo-OK, Emotion
Duration: Indefinite
Prerequisite Charms: Spirit-Hardened Frame
When damage is rolled against PC and gains no
successes, attacker suffers -3 internal penalty to all
aggressive actions against the PC for the scene. This
Unnatural Mental Influence costs 3wp to resist for the
scene. At Essence 4+, attackers who fail a second time
while already suffering from this Charm automatically
gain an Intimacy of fear against the PC. This
Unnatural Mental Influence costs 1wp to throw off.

Wound-Eating Invulnerability
Scroll of Exalts, pg 160
Cost: Mins: Resistance 5, Essence 3
Type: Permanent
Keywords: Mirror (Heroes Never Die; Scroll of
Exalts, pg 160)
Duration: Permanent
Prerequisite Charms: Spirit-Hardened Frame
This Charm upgrades its pre-requisite. The Harness
raises to (Essence + 5) and lasts One scene for a cost
of +6m, 1wp. Injuries prevented with this Charm
occur and heal instantly as per Wounds Mean
Nothing.

Soul Reins
MoEP: Abyssals, pg 176
Cost: 5m
Mins: Ride 1, Essence 1
Type: Simple
Keywords: Combo-OK, Mirror (Master Horsemans
Techniques; Exalted, pg 234), Obvious, Touch
Duration: One day
Prerequisite Charms: None
PC tames any animal large enough to bear them. If
activated before mounting and PC is within (Ride)yds,
Roll (Dexterity + Ride) at diff (Control Rating). If PC
is already mounted there is no roll. Mount becomes a
creature of darkness and has Virtues as per the
walking dead. Control rating becomes 1 for the PC,
who wont fall off unintentionally. In realms of the
dead, mount knows PCs location and makes its way
there at best speed when PC summons. Each use of
this Charm on a natural animal permanently increases
control rating by 1 (max 6). This does not affect the
Charms difficulty. Each month of care reduces the

Spectral Steed

Last Ride Glory

Primal Terror Spurs

MoEP: Abyssals, pg 177


Cost: 10m, 1wp
Mins: Ride 5, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Phantom Steed;
Exalted, pg 236), Obvious
Duration: One day
Prerequisite Charms: Soul Reins
PC raises the corpse of a horse as an undead steed or
shapes essence into a black war horse with red eyes
and fangs. This horse is fearless as per the walking
dead and is a creature of darkness. They are not loyal
if the PC cant control them. It needs no sleep, rest or
food.

MoEP: Abyssals, pg 177


Cost: 5m, 1wp
Mins: Ride 5, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Flashing
Thunderbolt Steed; Exalted, pg 236), Touch
Duration: (Mounts Stamina) days
Prerequisite Charms: Any Ride Excellency
PCs mount can run all-out without suffering ill
effects. It receives 1 success on any rolls to keep
footing or jump an obstacle. With this Charm active, a
mounted character can reliably cover (the horses
Stamina x 10) mph. Any natural animal dies when the
Charm ends.

MoEP: Abyssals, pg 177


Cost: Mins: Ride 5, Essence 4
Type: Permanent
Keywords: Mirror (Wind-Racing Essence Infusion;
Exalted, pg 236), Obvious
Duration: Permanent
Prerequisite Charms: Last Ride Glory
This Charm enhances its prerequisite. Mount can now
reliably travel ([mounts Stamina + PCs Essence] x
20) mph in the realms of the dead.

Unholy Mount Warding

Wretched Ridden Nightmare

Saddled in Epic Monstrosity

MoEP: Abyssals, pg 178


Cost: Mins: Ride 3, Essence 3
Type: Permanent
Keywords: Mirror (Worthy Mount Technique;
Exalted, pg 234)
Duration: Instant
Prerequisite Charms: Any Ride Excellency
PC may use Reflexive Charms to assist their mount
for +1m. Charms used this way count as a Charm use
and must obey all normal rules. PC may use Reflexive
Charms on both themselves and their mount before
their DV refreshes. If the PC has a self-invoking
Charm, it invokes to protect their mount as well. PC
may reflexively spend 2m to enhance the mounts
Awareness and allow it to shy away form mortal
danger.

MoEP: Abyssals, pg 178


Cost: 5m, 1wp
Mins: Ride 5, Essence 3
Type: Reflexive
Keywords: Avatar (1), Combo-OK, Obvious,
Shaping, Touch
Duration: One day
Prerequisite Charms: Unholy Mount Warding
PC warps their mount into a monster. Add 1 Blight, 1
Affliction and 2 Poxes selected by the PC when they
activate the Charm. Mount becomes a creature of
darkness. All mutations must directly improve the
animals utility as a mount or increase its physical
combat power. ST may veto any mutations. Reduce
cost to 5m when targeting a mount created with
Spectral Steed or a similar Charm.

MoEP: Abyssals, pg 178


Cost: Mins: Ride 5, Essence 4
Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Wretched Ridden Nightmare,
Last Ride Glory
This Charm upgrades its prerequisite with additional
Mutations whenever Wretched Ridden Nightmare is
activated. PC must choose these Mutations when this
Charm is purchased. This Charm may be purchased
up to (Ride) times to have multiple Mutation suites.
Possible options include: 1 Abomination, 1 Blight and
1 Affliction, 1 Blight and 2 Poxes, 3 Afflictions, or 2
Afflictions and 2 Poxes.

Fell Riders Advantages

Dark Water Odyssey

Deck-Striding Phantom*

Ink Monkeys, Vol 20


Cost: Mins: Ride 3, Essence 3
Type: Permanent
Keywords: Mirror (Immortal Riders Advantages; Ink
Monkeys, Vol 20), Mount (Mundane), Native
Duration: Permanent
Prerequisite Charms: Soul Reins
Ride Charms dont count as Charm activations. PC
may enhance any mount they can perceive or that is
within one mile. Mount must be a living or ghostly
animal that belongs to the PC or is their Familiar or
Spectral Steed.
PC gains peripheral mote pool of (Essence + Ride +
5) motes to pay for Ride Charms only which refills by
normal means including stunts. A re-purchase at
Essence 4+ doubles the size of the mote pool, and a
re-purchase at Essence 5+ doubles it again.

MoEP: Abyssals, pg 178


Cost: 5m
Mins: Sail 3, Essence 2
Type: Simple
Keywords: Avatar (1), Combo-OK, Spectral, Touch
Duration: Special
Prerequisite Charms: Any Sail Excellency
PC may activate this Charm aboard a ship they own
and effects last until they leave the ship or Creations
sunlight touches the hull. The ship travels at twice
max speed without any need for propulsion, carried
by currents that leave no wake or sign of passage.
Rolls to track automatically fail, add (Essence)
successes to the roll off if contested by another
Charm. The ship and all aboard are outside fate during
the journey. Used on an aerial vessel, this Charm does
not replace the need for propulsion, but has all other
effects.

MoEP: Abyssals, pg 179


Cost: 3m
Mins: Sail 2, Essence 1
Type: Reflexive (Step 1 or 2)
Keywords: Combo0OK, Mirror (Salty Dog Method;
Exalted, pg 236), Social, War
Duration: One scene
Prerequisite Charms: None
This Charm removes up to (Essence) external
penalties from appropriate battle, social, dramatic and
military actions aboard a ship. This includes both
penalties directly related to the naval environment,
such as fog and the rolling ship, and unrelated
penalties such as poison.

Ruthless Captain Efficiency

Sea-Scanning Glare

Mist-Veiled Doldrums Technique

MoEP: Abyssals, pg 179


Cost: Mins: Sail 3, Essence 2
Type: Permanent
Keywords: Emotion, Mirror (Crew-Inspiring
Charisma; MoEP: Abyssals, pg 179)
Duration: Permanent
Prerequisite Charms: Deck-Striding Phantom
Ships the PC command function at full efficiency and
with no penalties, even with low crew. Each scene
spent commanding the crew counts as a scene of
building an Intimacy of submissive fear in crew of
lesser Essence than the PC. Those who develop such
Intimacies cant knowingly take actions that would
harm the PC or remove them from command while
theyre aboard the ship unless they spend 2wp per day
to overcome the UMI.

MoEP: Abyssals, pg 179


Cost: 3m
Mins: Sail 5, Essence 3
Type: Simple
Keywords: Avatar (1), Mirror (Oceanic Omniscience
Intuition; MoEP: Abyssals, pg 179), Spectral
Duration: Until disembarking
Prerequisite Charms: Deck-Striding Phantom, Any
Sail Excellency
PC can activate this Charm aboard a ship they own; it
ends when they leave for any reason. PC ignores
visibility limitations or other penalties that inhibit
navigation, and is aware of the environment out to
(Sail x 10) miles. PC understands all weather
conditions and mentally maps all terrain that is not
obscured from scrying. PC can pinpoint other ships of
seaworthy size and large animals such as whales and
siaka unless they are magically hidden, though they
only know the size, speed and bearing of such objects.

MoEP: Abyssals, pg 179


Cost: 15m, 1wp
Mins: Sail 5, Essence 3
Type: Simple
Keywords: Obvious, Spectral
Duration: One scene
Prerequisite Charms: Sea-Scanning Glare
PC creates supernatural fog out to (Sail) miles
centered anywhere as long as PCs ship stays inside it.
Fog lasts 1 scene and disperse; they cant be
dismissed. Multiple clouds to do not stack penalties
but may overlap. PC is not immune to the effects.

Visibility drops to 5 yds (clear), 15 yds (murky)

-3 to navigation. Failure leads deeper into the


fog.

Fog hides creatures from sunlight if it harms


them.

No wind blows in the cloud. Magical wind does


not disperse the cloud unless the source has
higher Essence than the PC.

Shroud-Crossing Miasma

Unhallowed Ghost Ship

Hull-Hardening Concentration

MoEP: Abyssals, pg 180


Cost: 30m, 1wp
Mins: Sail 5, Essence 5
Type: Simple
Keywords: Obvious, Spectral
Duration: One scene
Prerequisite Charms: Mist-Veiled Doldrums
Technique
PC may sail between Creation and the Underworld.
PC invokes Mist-Veiled Doldrums at night with a
radius of (Essence x 100) yds. Fog appears in both
worlds, and anyone can recognize its nature with a
(Intelligence + Occult or Sail] + Essence) roll at diff
3. Anything entering the fog crosses the border unless
they dont leave before it dissipates. Fog is not
actually a Shadowland, but registers on the Loom of
Fate and the Realm Defense Grid. Heaven is unlikely
to investigate unless the fog is in a favored location.

MoEP: Abyssals, pg 180


Cost: 5m, 1wp
Mins: Sail 4, Essence 3
Type: Simple (Speed 6 in Long ticks)
Keywords: Combo-OK, Mirror (Ship-Claiming
Stance; Exalted, pg 237), Obvious
Duration: Instant
Prerequisite Charms: Any Sail Excellency
This charm grants ownership of any Sail-based vessel
not currently owned by another Essence-user. The
ships least god manifests on the deck and is
destroyed by the essence of this Charm. The ship
takes on a weathered, damaged look though it is
unharmed. All non-reflexive actions taken onboard by
non-creatures of death are at a -1 external penalty.
This curse is not removable and its ownership cant be
transferred since its least god is dead.

MoEP: Abyssals, pg 181


Cost: 8m
Mins: Sail 5, Essence 3
Type: Reflexive (Step 2)
Keywords: Combo-OK, Mirror (Hull-Preserving
Technique; Exalted, pg 237), Obvious, Touch
Duration: Instant
Prerequisite Charms: Unhallowed Ghost Ship
PC invokes this Charm in response to an attack on a
ship they have claimed with Unhallowed Ghost Ship.
They must be on the ship. This Charm perfectly
negates the attack, guaranteeing a post-soak damage
of 0.

Unsinking Derelict Preservation

Shadow-Driven Ghost Galleon*

Black Fleet Vanguard*

MoEP: Abyssals, pg 181


Cost: 4m
Mins: Sail 5, Essence 3
Type: Reflexive (Step 10)
Keywords: Combo-OK, Mirror (ShipwreckSurviving Stamina; Exalted, pg 237), Obvious,
Stackable, Touch
Duration: Indefinite
Prerequisite Charms: Hull-Hardening Concentration
The PC invokes this Charm in response to an attack
that would sink or shatter their vessel. This Charm
holds the ship together as long as they remain onboard
and keeps the Essence committed. If the ship takes
even 1 hl more damage it falls apart, although the PC
may use this Charm again (maintaining multiple
commitments) or other Charms.

DotFA, pg 66
Cost: 10m
Mins: Sail 5, Essence 4
Type: Simple
Keywords: Combo-OK, Mirror (Omnipotent Admiral
Authority; DotFA, pg 66), Obvious
Duration: Indefinite
Prerequisite Charms: Ruthless Captain Efficiency
Ships under the effect of this Charm require a crew of
0 for the duration. PC must remain with (Sail x
100)yds of the ship, but may direct its course as
though they were onboard.

DotFA, pg 66
Cost: 8m
Mins: Sail 5, Essence 5
Type: Simple
Keywords: Combo-OK, Mirror (Invincible Solar
Vessel; DotFA, pg 66), Obvious
Duration: Indefinite
Prerequisite Charms: Hull-Hardening Concentration
The duration of this Charms prerequisite becomes
one action. Also, any craft the PC is on (and its
passengers) becomes immune to Shaping effects. The
ship will not burn, capsize and is immune to
Terrestrial Circle Sorcery and Sorcerous Charms of
Essence 3 or lower. PC may declare one
environmental hazard that the craft is also immune to
upon activation.

Fell Captains Advantages


Ink Monkeys, Vol 20
Cost: Mins: Sail 3, Essence 3
Type: Permanent
Keywords: Mirror (Immortal Captains Advantages;
Ink Monkeys, Vol 20)
Duration: Permanent
Prerequisite Charms: Dark Water Odyssey
Sail Charms dont count as Charm activations. PC
may enhance any ship they can perceive or that is
within one mile. Ship must belong to the PC or be
under their command. PC may apply Dark Water
Odyssey to every ship they command with a single
activation.
PC gains peripheral mote pool of ([Essence + Sail +
5] x 2) motes to pay for Sail Charms only which
refills by normal means including stunts. A repurchase at Essence 4+ doubles this mote pool and a
re-purchase at Essence 5+ doubles it again.

Treacherous Flag Display

Shambling Crew Enlightenment

Ink Monkeys, Vol 20


Cost: 7m
Mins: Sail 4, Essence 3
Type: Simple
Keywords: Combo-OK, Illusion, Mirror (Flag of All
Nations Method; Ink Monkeys, Vol 20), Obvious
Duration: Indefinite
Prerequisite Charms: Unhallowed Ghost Ship
PC stands at the center of a vessel they own and veils
it from hostile eyes. All observers see only a friendly
vessel or one that is not worth harassing. This is
Unnatural Mental Influence and costs 4wp to see
through. The ships reflection on the waves shows its
true nature.

Scroll of Exalts, pg 160


Cost: Mins: Sail 3, Essence 3
Type: Permanent
Keywords: Avatar (1)
Duration: Permanent
Prerequisite Charms: Deck-Striding Phantom
This Charm improves the walking dead crew aboard a
ship the PC owns and is also aboard. They have
Intelligence 2 and the same Sail rating as the PC.
Note: This Charm was developed by the Fallen Wolf
of the Cutting Sea.

Voiceless Admiralty Dread

Wave-Slicing Keel Method*

Scroll of Exalts, pg 160


Cost: 3m
Mins: Sail 5, Essence 4
Type: Simple
Keywords: Combo-OK, Mirror (Omnipresent
Admiral of Light; Scroll of Exalts, pg 160)
Duration: Indefinite
Prerequisite Charms: Unhallowed Ghost Ship
PC intuitively knows the location of all ships theyve
claimed with Unhallowed Ghost Ship within
(Essence) miles. PC can issue telepathic commands to
any of them, though language is still an issue. All
crew members hear the orders. No relays are needed
to prevent communication failure for units listening to
these orders.

Thousand Correct Actions, pg 104


Cost: 3m
Mins: Sail 3, Essence 2
Type: Simple
Keywords: Mirror (Fleet-Outrunning Flagship;
Thousand Correct Actions, pg 104)
Duration: Indefinite
Prerequisite Charms: Any Sail Excellency
PC may double their sailing vehicles movement rate
for the duration, but this Charm cannot cause a ship to
move without any propulsion at all.

Exquisite Etiquette Style


MoEP: Abyssals, pg 181
Cost: 1m
Mins: Socialize 2, Essence 1
Type: Reflexive (Step 1 or 2)
Keywords: Combo-OK, Mirror (Master of Small
Manners; Exalted, pg 239), Social
Duration: Until next action
Prerequisite Charms: None
Treat Social Combat units as -1 Magnitude (min 0).
Increase affective Appearance by 1 dot. Other
characters are more likely to do small favors and
provide hospitality than not. PC understands
motivations of everyone present in the scene as
though they rolled 3 successes on a mundane
Investigation roll to estimate their motives.

Note: This Charm was developed by the Fallen Wolf


of the Cutting Sea.

Honey-Tongued Serpent Attack

Imprecation of Ill Manners

Bitter Sweetness of Betrayal

MoEP: Abyssals, pg 181


Cost: 3m, 1wp
Mins: Socialize 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Mirror (Heartfelt Honorific
Opportunity; MoEP: Abyssals, pg 181), Social
Duration: Instant
Prerequisite Charms: Exquisite Etiquette Style
This Charm enhances any Manipulation-based social
attack making it unexpected. This may benefit actions
using other Abilities.

MoEP: Abyssals, pg 181


Cost: 3m per -1
Mins: Socialize 3, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Social
Duration: Instant
Prerequisite Charms: Exquisite Etiquette Style, Any
Socialize Excellency
PC twists a social attack they witness, inflicting a -1
external penalty for each 3m spent. When an attack
targeted by this Charm fails, the target suffers a -1
external penalty on all subsequent social attacks for
the scene against all who observed the failed attack.
No combination of effects including this Charm may
penalize a social attack by more than the PCs
(Socialize). No observer can detect this Charm at
work without Essence sight or similar effects.

MoEP: Abyssals, pg 181


Cost: 8m, 1wp
Mins: Socialize 4, Essence 3
Type: Simple (Dramatic Action)
Keywords: Combo-OK, Compulsion, Illusion
Duration: One week
Prerequisite Charms: Imprecation of Ill Manners
PC spends a scene interacting with the target or
someone the target has a positive Intimacy towards.
PC rolls (Manipulation + Socialize) + (Essence)
successes. Subtract (targets Essence) as an external
penalty. For the duration, the targets loved ones
whose MDVs are exceeded are Compelled to betray
them at the first opportunity. PC specifies violent or
non-violent betrayal. If violent, betrayer attacks from
surprise, uses most deadly attacks, and has no mercy.
Non-violent attacks are what the subject believes
would be most hurtful. Resisting the Compulsion is
1wp, but they are under an Illusion that the betrayal
was their own idea unless they spend 3wp.

Cancerous Dissent Technique

Hate-Sowing Bitterness

Merciless Dissecting Stare*

MoEP: Abyssals, pg 182


Cost: 10m, 1wp
Mins: Socialize 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Emotion, Social
Duration: Instant
Prerequisite Charms: Imprecation of Ill Manners
This Charm enhances any Manipulation-based social
attack against a social unit that instigates infighting
and chaos. This may benefit actions using other
Abilities. PC needs no contact with the organizations
leader, only any member. Step 2 of attack resolution
doesnt occur until (Magnitude) days later, hiding the
PCs involvement without a thorough investigation
needing (Socialize + Essence) successes. Instead of
changing Policy, the attack drains 1 Loyalty per 2
successes above the leaders MDV.

MoEP: Abyssals, pg 182


Cost: 5m, 1wp
Mins: Socialize 3, Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Emotion
Duration: One scene
Prerequisite Charms: Any Socialize Excellency
For the duration, any attempt to build a negative
Intimacy or tear down a positive one with a natural
social attack becomes UMI that costs 1wp to resist.
Once a character spends 5wp in a scene resisting such
attacks they are immune for the rest of the day.
Failure to resist means the Intimacy forms or
dissolves immediately as an Emotion effect. Mortals
gaining a negative Intimacy suffer a Compulsion until
the Intimacy erodes completely. They must respond
with violence to any social attack against the Intimacy
unless they spend 1wp to resist this urge.

DotFA, pg 66
Cost: 5m
Mins: Socialize 5, Essence 5
Type: Reflexive
Keywords: Combo-OK, Mirror (Web-Cutting Eyes;
DotFA, pg 66)
Duration: One scene
Prerequisite Charms: Exquisite Etiquette Style
All attempts to read the motivation of other characters
(see Exalted, pg 131) are at difficulty 1.

Scribing the Old Laws

Keeper of the Old Laws

Shadow Cloak Technique

Ink Monkeys, Vol 29


Cost: 3m, 1wp
Mins: Socialize 3, Essence 2
Type: Simple (Speed 6 long ticks)
Keywords: Avatar (1), Combo-OK, Compulsion,
Mirror (Taboo-Inflicting Diatribe; Exalted, pg 238)
Duration: Instant
Prerequisite Charms: None
PC creates an Old Law as a ([Charisma or
Manipulation] + Socialize) attack on a social unit of
Magnitude 1+. Attack must be made in the presence
of at least 1 member. Difficulty is (leaders MDV plus
the Magnitude), add -1 external penalty if group is
mostly alive and -3 external penalty if the Old Law
has nothing to do with death or the dead. It becomes a
part of the groups Policy until leader spends 10
Loyalty, at most 1/week, to remove it. Splinter groups
(Magnitude 1+) also have this Old Law. This Charm
does not affect individuals except to make those who
break it outcasts.

Ink Monkeys, Vol 29


Cost: Mins: Socialize 4, Essence 3
Type: Permanent
Keywords: Avatar (2)
Duration: Permanent
Prerequisite Charms: Scribing the Old Laws
PC knows when and where, but not by whom, an Old
Law they have laid down has been broken. PC gains 1
automatic success on all attempts to investigate the
violation and determine the identity of the lawbreaker.
PC loses 1 point of Resonance for uncovering and
punishing the lawbreaker.

MoEP: Abyssals, pg 171


Cost: Mins: Stealth 3, Essence 1
Type: Permanent
Keywords: Mirror (Easily Overlooked Presence
Method; Exalted, pg 230)
Duration: Permanent
Prerequisite Charms: None
Purchasing this Charm gives the PC an automatic +3
Stealth Specialty In Darkness that is not cumulative
with normal Specialties. Whenever the specialty
applies, this Charm also doubles all bonus dice and/or
successes received from stunts or Stealth
Excellencies, although Excellency use remains capped
by the usual limits.

Unseen Wisp Method

Atrocity Without Witness

Splinter in the Minds Eye

MoEP: Abyssals, pg 171


Cost: 4m
Mins: Stealth 5, Essence 2
Type: Simple
Keywords: Avatar (1), Combo-Basic, Spectral
Duration: One hour
Prerequisite Charms: Shadow Cloak Technique
PC becomes invisible to those without Whispers.
Invisibility imposes -2 external penalty to any attempt
to notice or attack them. Ranged attacks are
impossible without magic or a stunt. The bonus adds 2
successes to contested Stealth rolls to avoid notice
instead of adding to the onlookers difficulty. PC is
outside fate for the duration, blessings and curses do
not affect them, and they see through Resplendent
Destinies. PC may be detected, however.

MoEP: Abyssals, pg 171


Cost: 5m, 1wp
Mins: Stealth 4, Essence 2
Type: Simple
Keywords: Combo-OK, Compulsion, Illusion, Mirror
(Mental Invisibility Technique; Exalted, pg 230)
Duration: One scene
Prerequisite Charms: Shadow Cloak Technique
PC does not exist as an Illusion effect. PC rolls
(Manipulation + Stealth) adding (Essence) successes
vs. targets DMDV. Those whose MDV is exceeded
are Compelled to ignore the PC and any combat they
are in. Resisting this compulsion costs 2wp for the
scene (1wp if someone calls their attention to the PC),
but if the PC sees the witness doing so they
immediately know the witness has perceived them.
The compulsion ends immediately if the PC interacts
with a bystander in any way. Bystanders bury the
memories and must spend 4wp to remember.

MoEP: Abyssals, pg 172


Cost: 10m, 1wp
Mins: Stealth 5, Essence 3
Type: Simple
Keywords: Combo-OK, Mirror (Vanishing from
Minds Eye Method; Exalted, pg 230)
Duration: Indefinite
Prerequisite Charms: Atrocity Without Witness
PC may apply Stealth retroactively. PC rolls ([Wits or
Manipulation] + Stealth) + (Essence) successes to veil
the targets memories. The first time each day they try
to remember an even involving the PC or attempt to
recognize the PC, they must roll (Wits + Lore) and
achieve more successes than the PC did. If they fail,
the character doesnt remember or recognize the PC.

Oblivion-Consigned Essence

Shade Walker Prana

Dark Paths Found

Glories: UCS, pg 32
Cost: 2wp, 1hl
Mins: Stealth 4, Essence 3
Type: Simple (Speed 3, DV -2)
Keywords: Combo-OK, Mirror (Swallowing the Sun;
Glories: UCS, pg 32), Obvious
Duration: Instant
Prerequisite Charms: None
PC snuffs their anima instantly. Further motes spent
from their peripheral pool flare the banner from the
beginning as though the PC had not spent any
peripheral essence in the scene.

Ink Monkeys, Vol 38


Cost: 4m
Mins: Stealth 4, Essence 3
Type: Reflexive
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Shadow Cloak Technique
When completely unseen, PC may invoke this Charm
to hide in the shadow of another. PC may choose to
launch unexpected attacks from the shadow, adding 3
automatic successes and ending the Charm. If the PC
is spotted, they may be targeted by striking the
shadow. A repurchase allows the PC to take small
actions while in the shadow without breaking the
Charm. Viewers may make a (Perception +
Awareness) roll vs. (Stealth) rating to notice.

MoEP: Abyssals, pg 149


Cost: 7m
Mins: Survival 4, Essence 2
Type: Reflexive
Keywords: Combo-OK, Mirror (Trackless Region
Navigation; Exalted, pg 211)
Duration: Indefinite
Prerequisite Charms: Any Survival Excellency
PC travels 10 miles per day across any terrain and 20
miles per day across normal wilderness. PC
automatically succeeds at any valid Survival roll to
find their way, though they must have enough
information to make this a valid roll. The travel
distances are doubled in the realms of the Dead.

Infallible Barghest Mien

Ghost Leaves No Trail

Superior Predator Style

MoEP: Abyssals, pg 149


Cost: 8m, 1wp
Mins: Survival 5, Essence 2
Type: Supplemental
Keywords: Combo-OK, Mirror (Unshakeable
Bloodhound Technique; Exalted, pg 211)
Duration: Instant
Prerequisite Charms: Dark Paths Found
This Charm supplements a roll to track an opponent,
guaranteeing the PC gets at least 1 success more than
the target after taking all penalties into account. If
another Charm contests this effect, add (Essence)
successes to the roll off.

MoEP: Abyssals, pg 149


Cost: 5m
Mins: Survival 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Mirror (Traceless Passage;
Exalted, pg 211), Spectral
Duration: Instant
Prerequisite Charms: Infallible Barghest Mien
This Charm supplements a roll to travel without
leaving a trace of the PC. The tracker receives at most
zero successes to track the PC. If another Charm
contests this effect, add (Essence) successes to the
roll. If the PC could slip away, they may double back
instead and ambush their tracker. Add (Survival)
bonus successes to any Stealth roll against the trackers
until the end of the scene or until they are noticed.

MoEP: Abyssals, pg 149


Cost: 3m (12xp)
Mins: Survival 1, Essence 2
Type: Reflexive
Keywords: Combo-OK, Compulsion, Emotion, Taint
Duration: Indefinite
Prerequisite Charms: Any Survival Excellency
Natural animals flee a zone of (Essence x 2) yds as a
Compulsion effect. Resistance is impossible, but those
that cannot flee cannot attack the PC. This Charm has
no effect on animals that are magically compelled or
supernaturally loyal. This Charm may be activated
with the PC is inactive. This Charm may be purchased
as a Taint which makes this aura permanent.

Fetter the Deathless Beast

Maelstrom-Weathering Indifference

Sheltering Internment Prana

MoEP: Abyssals, pg 150


Cost: 10m
Mins: Survival 3, Essence 3
Type: Simple
Keywords: Touch
Duration: One day
Prerequisite Charms: Superior Predator Style
PC may force an immaterial familiar to materialize for
1 day. PC may force them back into immateriality
with a second touch. PC who lacks a Familiar may
claim one whenever they kill a natural animal by
paying XP for the Background. The Familiar
regenerates within the PCs shadow as normal.

MoEP: Abyssals, pg 150


Cost: 10m
Mins: Survival 3, Essence 1
Type: Reflexive
Keywords: Combo-OK, Mirror (Hardship-Surviving
Mendicant Spirit; Exalted, pg 210), Spectral
Duration: Indefinite
Prerequisite Charms: None
PC negates any environmental external penalties to
Survival rolls. PC can find food and water easily,
ignores bad weather and suffers no traveling
difficulties. This Charm protects against
environmental hazards only while in the realms of he
Dead.

MoEP: Abyssals, pg 150


Cost: 5m
Mins: Survival 5, Essence 3
Type: Simple
Keywords: Spectral
Duration: Indefinite
Prerequisite Charms: Maelstrom-Weathering
Indifference
PC sleeps in the ground for as long as they like or
until the next sunrise. While buried, they do not need
to breathe. PC leaves no trace of where they are
buried. If the PC is disturbed or injured while
sleeping, they erupt from the surface, instantly awake.

World-Denying Invincibility

Surviving the Sunlit Lands

Cannibalistic Empowerment Understanding

MoEP: Abyssals, pg 151


Cost: Mins: Survival 5, Essence 4
Type: Permanent
Keywords: Mirror (Eternal Elemental Harmony;
Exalted, pg 210), Spectral
Duration: Permanent
Prerequisite Charms: Maelstrom-Weathering
Indifference
This Charm upgrades its prerequisite, reducing its cost
to 5m and allowing the PC to activate it while theyre
Inactive. At Essence 6+, this Maelstrom-Weathering
Indifference can be activated at no cost.

Glories: UCS, pg 28
Cost: Mins: Survival 5, Essence 3
Type: Permanent
Keywords: Mirror (Steadfast Elemental Emperor
Stance; Glories: UCS, pg 28)
Duration: Permanent
Prerequisite Charms: Maelstrom-Weathering
Indifference
This Charm upgrades its prerequisite, which now
renders the PC immune to all environmental damage
regardless of origin in the lands of the dead. This
Charm fully extends the benefits of MaelstromWeathering Indifference (identical to the effects of
Element-Resisting Prana) to the PC while in Creation.

Ink Monkeys, Vol 29


Cost: Mins: Survival 2, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
This Charm allows the PC to gain Essence by eating
dead human flesh. It is a Speed 5, DV -2
miscellaneous action to eat 1m worth of flesh and
only one such action can be in a flurry. Once (Stamina
+ Essence)m have been eaten, PC must wait 1 day to
digest before feeding again. 1 adult body is worth 3m,
but usually has enough left over to make a zombie.

Pomegranates Full and Fine

Wisp Light Summons

Aid of Ill Wind*

Ink Monkeys, Vol 29


Cost: 3m
Mins: Survival 5, Essence 2
Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Emotion, Mirror (FoodGathering Exercise; Exalted, pg 210)
Duration: Instant
Prerequisite Charms: Any Survival Excellency
PC forages for food or prepares existing food. This
can feed a unit of (Essence) Magnitude or less (living
and dead) for 1 day. This works only in the
Underworld or Shadowlands and cant use food from
Creation. All but the PC who eat it spend the scene
building an Intimacy to the Underworld and the PC
(fascination, awe, fear, respect, etc.). Conflicting
Intimacies may be eroded instead. At Essence 3+,
mortals who eat only this food for 2 weeks are unable
to eat food of Creation. This is a Shaping effect, treat
as a Wyld Mutation for attempts to remove it.

Ink Monkeys, Vol 38


Cost: 5m
Mins: Survival 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Compulsion, Mirror
(Guiding Light Shines On; Lords of Creation, pg 67),
Obvious
Duration: Indefinite
Prerequisite Charms: Dark Paths Found
PCs anima flares up to (Essence) miles away or up to
(Essence x 5) miles away for a certain class of victim
the PC specifies. PC rolls (Manipulation + Survival +
Essence) vs. their Dodge MDV. Those whose DV is
overcome seek the source of the light or pay 2wp to
resist this Unnatural Mental Influence. Any who see
the lights and seek the source can find it. At Survival
6+, Essence 6+ the range extends to (Essence x 50)
miles for 10m.
Astrology used within this range returns only THE
VOID HUNGERS.

MoEP: Abyssals, pg 132


Cost: 2m
Mins: Thrown 2, Essence 2
Type: Supplemental
Keywords: Combo-OK, Mirror (Triple-Distance
Attack Technique; Exalted, pg 196)
Duration: Instant
Prerequisite Charms: None
This Charm triples the range of a thrown weapon for a
single attack. At Essence 4+, this Charm negates
external penalties from environmental conditions.

Five Birds, One Stone


MoEP: Abyssals, pg 132
Cost: 2m per attack
Mins: Thrown 5, Essence 2
Type: Extra Action
Keywords: Combo-OK, Mirror (Wind Full of
Knives; MoEP: Abyssals, pg 132)
Duration: Instant
Prerequisite Charms: Aid of Ill Wind
This Charm is a magical flurry of up to (Thrown)
attacks with no multiple action penalties, regardless of
Rate and with a DV penalty of the highest for any
attack in the flurry. Attacks may be aimed at multiple
targets in range of the weapons. This Charm can have
particularly stunning visual displays when in a Combo
with Crypt Bolt Attack.

Improvised Assassins Trick


MoEP: Abyssals, pg 132
Cost: 1m
Mins: Thrown 2, Essence 1
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
PC may use improvised weapons as projectiles with
the following stats:
Spd Acc
5
-2

Dmg
+0L

Rate
3

Range
10

These weapons also negate the +2 difficulty for


making surprise attacks in plain view unless the target
is on guard for improvised weapons.

Hungry Missile Technique*


MoEP: Abyssals, pg 132
Cost: 1m
Mins: Thrown 2, Essence 2
Type: Reflexive (Step 2)
Keywords: Merged (Blade Summoning Gesture;
MoEP: Abyssals, pg 129), Mirror (Call the Blade;
Exalted, pg 197), Obvious
Duration: Instant
Prerequisite Charms: Improvised Assassins Trick
PC summons a throwing weapon to them from up to
(Essence x 10) yds away if there is a flight path
between them. The blade must be within (Essence x
2) yds in battle. PC must own the weapon. This
Charm can be used to reflexively draw a weapon.

Burrowing Bone Maggot

Wicked Darts of Suffering

Frozen Prayer Entombment

MoEP: Abyssals, pg 132


Cost: - (2m per attack)
Mins: Thrown 3, Essence 3
Type: Permanent
Keywords: Avatar (1), Crippling, Mirror (Branding
Judgement Attack; MoEP: Abyssals, pg 132),
Obvious, Stackable
Duration: Indefinite
Prerequisite Charms: Any Thrown Excellency,
Improvised Assassins Trick
PC makes a Thrown attack and, if it would do at least
one level of damage, may commit 2m to the attack
and dissolve the weapon (this will not even wake a
sleeping victim). PC may drop the commitment from
anywhere in existence and the damage will be applied
immediately in a manner the PC chooses. If the PC
dies, the Neverborn choose when to apply the
damage. Multiple uses track separately and only the
last attack in a flurry may be enhanced with this
Charm.

MoEP: Abyssals, pg 133


Cost: 1m per effect
Mins: Thrown 4, Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Thrown Excellency,
Improvised Assassins Trick
PCs attack grazes the target and applies one or more
of the following effects:
Corrosion: Double raw damage vs. inanimate objects
and creatures of the Wyld, roll at least ping damage.
Destruction: Extras die horrifically. At Essence 4+,
PC slays non-extras and consumes a Virtue channel
from Essence users in addition to normal damage.
Infection: Cause a Sickness effect instead of damage.
Morbidity is (Essence) and increases normally.
Pain: Double raw damage, make damage bashing, add
Crippling pain effect. Add victims (Essence) to soak,
they cant be killed with this attack.

MoEP: Abyssals, pg 133


Cost: 3m or 3m, 1wp
Mins: Thrown 5, Essence 3
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Until Broken
Prerequisite Charms: Wicked Darts of Suffering
PC freezes target up to (Essence) yds across in ice
with a B/L soak of the attacks raw damage. Ice
shatters instantly when its soak is exceeded and target
suffers minimum damage of the attack. Breaking free
is a feat of strength miscellaneous action at ices soak
rating. They do not suffocate and are held as in a
clinch. Ice is an environmental hazard with Trauma of
(Essence) and 1B level per action. Victims lose 1m
per health level lost. Victims that fall unconscious
take no further damage. Ending this Charm restores a
victim to consciousness and combat readiness. For
3m, PC can create blocks of ice for utilitarian
purposes.

Lightning Clutch of the Raptor


MoEP: Abyssals, pg 133
Cost: 4m
Mins: Thrown 4, Essence 2
Type: Reflexive (Step 2)
Keywords: Combo-OK, Counterattack, Mirror (Deft
Hands Deflection; MoEP:Abyssals, pg 133)
Duration: Instant
Prerequisite Charms: Hungry Missile Technique
This Charm perfectly parries ranged attacks, evening
unblockable ones so long as PC has a free hand to
catch the projectile. If the projectile is physical, PC
may catch it and use it. Energy attacks dissolve. At
Essence 4+, PC also gains a counterattack if they
catch the weapon.

Radiant Holocaust Flare


MoEP: Abyssals, pg 135
Cost: 5m, 1wp
Mins: Thrown 5, Essence 4
Type: Simple
Keywords: Combo-Basic, Obvious
Duration: One action
Prerequisite Charms: Crypt Bolt Attack
PC levitates and casts multiple Crypt Bolt attacks,
ignoring the normal Rate and adding 2 to the
Accuracy of each blast. Failing to throw a Crypt Bolt
with their next action wastes the benefits of this
Charm.

Crypt Bolt Attack


MoEP: Abyssals, pg 134
Cost: 4m
Mins: Thrown 4, Essence 3
Type: Reflexive (Step 1)
Keywords: Combo-OK, Mirror (Spirit Weapons;
Exalted, pg 197), Obvious
Duration: One scene
Prerequisite Charms: Improvised Assassins Trick
PC creates a weapon of Essence unique to them. PC
may enhance a punch by making it lethal or throw
infinite energy bolts with the following stats:
Spd Acc Dmg
Range
Rate
5
+0 (Ess x 2)L (Thrown x 10) 2

Damage is in the form of decay or corrosion. Using a


hand for anything other than this Charm dissipates it
and PC must activate it again.

Eyes Like Daggers Glance


MoEP: Abyssals, pg 134
Cost: Mins: Thrown 5, Essence 3
Type: Permanent
Keywords: Avatar (1), Mirror (Fiery Solar Chakram;
MoEP: Abyssals, pg 134), Obvious
Duration: Permanent
Prerequisite Charms: Crypt Bolt Attack
Add (Whispers) to Accuracy and Damage of the PCs
Crypt Bolt Attack. Damage is now Aggravated to any
individual the PC has an Intimacy of hatred towards.
PC may also fire Crypt Bolts from their eyes, leaving
their hands free. Use Manipulation in place of
Dexterity.

Bone-Filled Maelstrom Gust*

Stalking the Strikers Hand

DotFA, pg 58
Cost: 10m, 1wp
Mins: Thrown 6, Essence 6
Type: Simple
Keywords: Combo-OK, Mirror (Maelstrom of
Celestial Dominance; DotFA, pg 58), Obvious
Duration: Instant
Prerequisite Charms: Burrowing Bone Maggot
PC makes unblockable, undodgeable Thrown attack
with a readied weapon that is applied to all within a
line (Essence x 3)yds wide and (Essence x 2)yds high
and (Thrown) miles long. At Thrown 8+, Essence 8+
this extends to (Thrown x 3) miles. A repurchase at
Thrown 7+, Essence 7+ makes the attack scar the
world itself. The scar is an environmental attack
lasting for (Essence)hrs within the zone with the
following stats (PC is not immune):
Dmg
Trauma
3L/action 3

Ink Monkeys, Vol 32


Cost: Mins: Thrown 3, Essence 2
Type: Permanent (Reflexive [Step 2])
Keywords: Mirror (Angle Tracing Edge; Ink
Monkeys, Vol 32)
Duration: Permanent
Prerequisite Charms: None
When the PC is targeted by an attack, this Charm tells
the range and position of the attacker without seeing
them. At Essence 3+, PC may differentiate between
multiple unseen attackers and may hone in on a
particular opponent under changing conditions.

Smoldering Devastation Technique


Scroll of Exalts, pg 160
Cost: Mins: Thrown 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Crypt Bolt Attack
PC may invoke Crypt Bolt without it counting as a
Charm activation. If used earlier in the scene, Crypt
Bolt costs only 1m to use. All unexpected attacks
using Crypt Bolt double their raw damage before
soak.

Morale-Shattering Method

Arise and Slaughter

MoEP: Abyssals, pg 135


Cost: 7m, 1wp
Mins: War 3, Essence 2
Type: Simple (Speed 3 in long ticks)
Keywords: Combo-OK, Mirror (Mob-Dispersing
Rebuke; Exalted, pg 197), Social, War
Duration: Instant
Prerequisite Charms: None
Enemy unit within (Essence x 100) yds must check
for rout at diff 1 if Magnitude is higher than (Essence)
or 2 otherwise. This Charm may be used socially
rather than in war, in which case the PC targets a
social group or mob.

MoEP: Abyssals, pg 135


Cost: 10m, 1ahl
Mins: War 3, Essence 3
Type: Simple (Speed 5 in long ticks)
Keywords: Combo-OK, Mirror (Fury Inciting
Presence; Exalted, pg 197), Obvious
Duration: One scene
Prerequisite Charms: Morale-Shattering Method
PC animates corpses within (War x 100) yds. These
become unordered unit of zombie extras under the
PCs command like a unit provided by Abyssal
Command at (Essence) dots to a maximum of 5 dots.
If PC abandons this unit for more than 15 long ticks
or the Charm ends, zombies die. PC may use this as
an Avatar (3) effect to summon hungry ghost extras
from the Labyrinth. These have Whispers 1 and cant
appear in the day.

Note: This Charm was developed by Meticulous Owl.

Hive-Mind Horror Tactics

Glorious Carnage Typhoon

Allied in Hate Discernment

MoEP: Abyssals, pg 136


Cost: 10m, 1wp
Mins: War 5, Essence 3
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, War
Duration: One scene
Prerequisite Charms: Arise and Slaughter
Units under the PCs command composed of creatures
of Death cannot suffer communication failure and so
need no relays. Drill is raised to (Essence) to a
maximum of 5. If the PC dies while this Charm is
active, unit checks for rout at diff 6. Units with perfect
Morale make this check as with Morale 5.

MoEP: Abyssals, pg 136


Cost: 5m, 1wp
Mins: War 3, Essence 3
Type: Supplemental
Keywords: Combo-Basic, Obvious, War
Duration: Instant
Prerequisite Charms: Any War Excellency
PC engages a Magnitude 3+ unit as a solo unit.
Negate the DV bonus for superior Magnitude, double
raw damage or triple raw damage if the unit is in close
formation. If target unit loses Magnitude as a result of
this Charm, all members lost die rather than escaping.
This prevents remnants from being gathered by a rally
action later in the scene.

MoEP: Abyssals, pg 137


Cost: 1m
Mins: War 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Mirror (General of the AllSeeing Sun; Exalted, pg 197)
Duration: Instant
Prerequisite Charms: Glorious Carnage Typhoon
This Charm detects units within (Essence x 10) miles
containing a special character that shares hatred of a
common foe with the PC, including solo units. This
automatically includes all creatures of Death. PC may
sense location, relative position to landmarks, fatigue,
order and Magnitude. PC may use this information to
map the battlefield. PC also gains awareness of all
major landmarks within 1mile of any loyal units.
At Whispers 3+, PC can also sense units made of any
creatures of darkness.

Hardened Killer Training Style

Soul-Numbing Prowess

All-Consuming Encirclement

MoEP: Abyssals, pg 137


Cost: 10m, 2wp
Mins: War 4, Essence 3
Type: Simple (Dramatic Action)
Keywords: Mirror (Tiger Warrior Training; Exalted,
pg 198), Obvious, Touch, Training
Duration: One week
Prerequisite Charms: Arise and Slaughter, Glorious
Carnage Typhoon
This Charm requires 5+ hours training in a week.
Increase the drill of a unit by one for each week of
training to a maximum of 5. PC picks one of the
following traits to train and increase by 1 dot:
Strength, Dexterity, Stamina, Archery, Dodge, Martial
Arts or Melee. PC can train with the unit or as a solo
unit and cannot train units traits past their own to a
maximum of 4. Walking dead units take 2x as long to
train. This Charm poisons the positive Intimacy that
most distracts the trainee, shifting it to contempt or
hatred.

MoEP: Abyssals, pg 137


Cost: Mins: War 5, Essence 4
Type: Permanent
Keywords: Mirror (Legendary Warrior Curriculum;
Exalted, pg 198), Obvious
Duration: One week
Prerequisite Charms: Hardened Killer Training
Style
PC may train units in addition traits: Thrown, War,
Integrity, Resistance, Survival, relevant Craft,
Medicine, Athletics, Awareness, Stealth, Ride, Sail
and Willpower (max 7). PC may also train units into
creatures of Darkness. They fail all Compassion rolls,
cannot form new positive Intimacies, become immune
to wound penalties until Incapacitated, and succeed on
all Valor rolls. This condition lasts until their will is
broken (see Exalted, pg 174)

MoEP: Abyssals, pg 138


Cost: 8m, 1wp
Mins: War 5, Essence 3
Type: Supplemental
Keywords: Combo-OK, Obvious, War
Duration: Until disengaged
Prerequisite Charms: Hive-Mind Horror Tactics,
Hardened Killer Training Style
This Charm enhances an enveloping attack for a unit
the PC leads. Remove the -2 external penalty, allow
envelopment of units of equal Magnitude. Enveloped
target unit must lose (Essence) health levels to attempt
to disengage. If target unit loses Magnitude as a result
of this Charm, all members lost die rather than escape.
This prevents rallying later in the scene.
If the PCs unit is composed of walking dead or
hungry ghosts and succeeds in enveloping a mortal
unit, heal 1 hl for every 2hl the enveloped unit suffers.
This cannot increase hl above maximum or increase
Magnitude. Units watching check for rout at diff 3.

Omnipresent Overlord Technique

Essence Engorgement Technique*

Filling the Elephants Graveyard*

MoEP: Abyssals, pg 138


Cost: 10m, 1wp
Mins: War 5, Essence 5
Type: Simple (Speed 6 in long ticks)
Keywords: Combo-OK, Obvious, Servitude, War
Duration: One scene
Prerequisite Charms: Hive-Mind Horror Tactics,
Allied in Hate Discernment
PC takes command of a unit of Magnitude 3+ within
(Essence x 10) miles they previously sensed with
Allied in Hate Discernment. Leader must pay 5wp or
step down and become a special character. PC
commands from afar, communicating through unit
members. PC cannot be targeted by called shots or
engage in duels. PC falls into a coma while under this
Charm, but can feel pain. If PC ends this Charm or the
unit drops below Magnitude 3+, they return to their
body.

MoEP: Abyssals, pg 157


Cost: Mins: War 5, Essence 3
Type: Permanent
Keywords: Merged (Performance, Lore, Larceny,
Bureaucracy), Mirror (Immanent Solar Glory;
Exalted, pg 218), Native, Obvious
Duration: Indefinite
Prerequisite Charms: None
Each purchase of this Charm grants a secondary pool
of 10m of peripheral Essence that can be filled using
the PCs innate bite attack, by terrorizing or harming a
town, army, organization or other social or military
unit. Every hour spent allows the PC to recover (the
units Magnitude)m. This Essence cannot be
committed to an artifact. This Charm may be
purchased up to (Essence) times. This Charm is
available in the Performance, Lore, Larceny and
Bureaucracy Abilities. Each purchase of this Charm
counts towards the maximum of (Essence) purchases.

DotFA, pg 58
Cost: 7m
Mins: War 5, Essence 5
Type: Reflexive
Keywords: Combo-OK, Mirror (Behemoth-Slaying
Attitude; DotFA, pg 58), War
Duration: One scene
Prerequisite Charms: Morale-Shattering Method
Any warstrider-sized or larger target suffers -3
external penalty on all attempts to strike the PC. PCs
attacks ignore half the targets soak and give +2 to
minimum damage. PC ignores any Magnitude
advantages given to the target that are solo mass
combat units due to their size. If facing landscapescale opponents, PC may use their bulk as
concealment. At War 6+, Essence 6+ the cost of all
Charms that create undodgeable attacks or cause
attacks to be undodgeable are reduce by 1 (to a
minimum of 1) as long as those attacks are directed at
the large target.

Vermillion Plague Conscription


Ink Monkeys, Vol 29
Cost: 10m, 1wp
Mins: War 5, Essence 4
Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Arise and Slaughter
Whenever PC slays a living mortal, they immediately
rise as a loyal zombie and follows the PCs orders. PC
may create up to (Essence x 5) zombies in this manner
within 1 scene. Zombies retain animation and loyalty
even after commitment lapses. A re-purchase at
Essence 5+ doubles the number of zombies.

Manifold Murder Arts


Ink Monkeys, Vol 32
Cost: - (1m, 1wp)
Mins: War 4, Essence 3
Type: Permanent
Keywords: Mirror (Supreme Martial Instinct; Ink
Monkeys, Vol 32), Native
Duration: Permanent
Prerequisite Charms: Ever-Ready Killers Tools
PC raises their ratings in Archery, Martial Arts, Melee,
Thrown and War to the value of the highest rating
among any of those five Abilities until their DV
refreshes. This is considered a natural increase, not
dice added by a Charm.

Ash Childs Requiem


Ink Monkeys, Vol 32
Cost: Mins: War 4, Essence 3
Type: Permanent
Keywords: Mirror (Dawn Kings Strife; Ink
Monkeys, Vol 32), Native
Duration: Permanent
Prerequisite Charms: Ever-Ready Killers Tools
PC may cross-apply their Archery, Martial Arts,
Melee, Thrown and War Excellencies. This benefit
also applies to PCs Infinite (Ability) Mastery and
(Ability) Essence Flow Charms for the Abilities
mentioned. This Charm is incompatible with
Apocalyptic Evolution of (Ability).

Dread Warlord Stratagem


Thousand Correct Actions, pg 81
Cost: Mins: War 3, Essence 2
Type: Permanent
Keywords: Mirror (Shining General Puissance;
Thousand Correct Actions, pg 81)
Duration: Permanent
Prerequisite Charms: Any War Excellency
PC may use their War Excellency to enhance all
attack and defense actions they order a unit of
Magnitude of 3+ to take regardless of the Ability
actually used.

Ever-Ready Killers Tools


Ink Monkeys, Vol 32
Cost: Mins: War 3, Essence 2
Type: Permanent
Keywords: Mirror (Elegant Dance of Bow and Blade;
Ink Monkeys, Vol 32)
Duration: Permanent
Prerequisite Charms: None
PC may reflexively change which weapon they have
readied without the need of a miscellaneous
Draw/Ready Weapon action. Each shift per action
after the first costs 1m.

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