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A Taste of Life

Whispers to the Predator
Cost: 4 motes
Duration: One Scene
Type: Simple
Minimum Socialize: 2
Minimum Essence: 2
Prerequisite Charms: None
To taste one's lifeblood is to hold their life in the palm of your hand. Forevermore those who have been drunk from have been marked: the Abyssal will forever hold them within herself. Activating this Charm the Abyssal can sense the presence and movements of anyone she has ever drunk blood from within her Permanent Essence in miles. She can track their movements and feel their general emotional state (a single-word summary given by the Storyteller such as Happy, Busy or Scared.) while within this area - only supernatural Stealth can prevent one from being perceived in this manner (in which case the Abyssal must roll to perceive them as though she was in the vicinity.) This Charm is a valid mode of perception for the purpose of Charms that require that the Abyssal perceive the target.

Crimson Secrets Unveiled
Cost: 3 motes, 1 willpower
Duration: Until released
Type: Simple
Minimum Socialize: 3
Minimum Essence: 2
Prerequisite Charms: Whispers to the Predator
The connection between the Deathknight and those she has fed of runs even deeper - with this Charm the Deathknight is able to look into the soul of any she has drunk the blood of, hearing their surface thoughts directly as long as this Charm is mantained. He will know what they are thinking, and what they will do before they even do it: this gives the Deathknight a number of automatic successes equal to his Permanent Essence to any ongoing interaction with the subject, such as fighting, argument or intercourse (unless their thoughts are somehow illegible or cloaked such as with the effects of a berserker rage or the Lesser Sign of Jupiter.) This Charm ends when the Deathknight can no longer perceive the target.

Crimson Burning Technique
Cost: None
Duration: Permanent
Type: Special
Minimum Socialize: 4
Minimum Essence: 3
Prerequisite Charms: Crimson Secrets Unveiled
Drawing upon the connection between predator and prey, the vagaries of blood exchanged the Deathknight learns to make the blood of their prey boil when they meet. Those that have been fed know the face of the one there to take them once again, and should they have taken the blood of the void into themselves, they will feel their own blood burning for their killer. This Charm gives the Deathknight a three-die bonus to any rolls involving seduction or other sexually-charged interaction with one that the Deathknight has fed upon or who has drunk the Deathknight's blood. Should the victim have done both the bonus is cumulative. Those are considered Specialty dice and do not count torwards the maximum dice that can be added to the character's pool for the purpose of dice-adding Charms.

Prince of Lust Technique
Cost: None
Duration: Permanent
Type: Special
Minimum Socialize: 5
Minimum Essence: 2
Prerequisite Charms: Exquisite Etiquette Style
The Abyssal Exalted may not be the masters of love, but they are certainly the princes of lust. The Neverborn know of the dark trysts of Mortals and their basest perversions, and in a way the Abyssal Exalted embody the dark passions of ghosts, so unlike the pure love that leads unfailingly to the embrace of Lethe. This Charm causes the Deathknight to become a Prince of Lust: he will always know when one in his presence is sexually attracted to anyone and how much at any given time - those attempting to hide their attractions require a Perception + Socialize roll with a difficulty equal to their Manipulation to perceive, although the Deathknight will always perceive the exact degree of attraction to himself without a roll. This increases all seduction attempts made by the Deathknight with one automatic success - two if they are already attracted.

Corruption Incarnate