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=====Martial Arts===== * 2nd MA Excellency * RAVAGING BLOW ** Cost: 2m; Mins: Martial Arts 2, Essence 2; ** Type: Supplemental ** Keywords: Combo-OK ** Duration: Instant *** Abyssal martial artists strike where it hurts most. This Charm enhances an unarmed attack (other than a grapple). If the attack roll succeeds, extra successes count double for determining raw damage. If the Exalt has Dark Messiah Form active, Ravaging Blow also adds one to the attack’s minimum damage. *FOE-BLINDING JAB **Cost: 3m; Mins: Martial Arts 3, Essence 2; **Type: Supplemental **Keywords: Combo-OK, Crippling **Duration: Instant ***The deathknight jabs his fingers or a form weapon at his opponent’s eyes. This Charm supplements an unarmed attack. If the attack would inflict two or more levels of damage, Foe-Blinding Jab reduces that damage to a single level but inflicts a Crippling effect that blinds one eye (see Exalted, p. 152). Repeated use of this Charm causes full blindness. Exalted and similarly resilient beings heal this trauma with a day of rest. Mortals cannot naturally heal such maiming. ***If the Abyssal wishes, he can inflict blindness for only a few minutes by applying pressure or throwing a handful of dirt rather than gouging. In this case, the Crippling effect takes place as long as the attack hits, but the strike inflicts no damage. *DEAD MAN’S GRASP **Cost: 1m per action; Mins: Martial Arts 2, Essence 2; **Type: Supplemental **Keywords: Combo-OK **Duration: Until released ***Abyssal warriors crush their foes with the unnatural strength of the risen dead. This Charm supplements a grapple attack. The contested roll to control the clinch plays out a normal... but the deathknight inflicts lethal damage. What’s more, the raw damage of his clinch increases by one for each subsequent action the character maintains control of the grapple, to a maximum of the character’s Martial Arts rating The Charm ends and the damage bonus resets to +0 if the Abyssal stops spending Essence and squeezing to deal damage. *INESCAPABLE IRON GRIP **Cost: 5m; Mins: Martial Arts 3, Essence 2; **Type: Supplemental **Keywords: Combo-OK **Duration: Until released ***The Chosen of the Void can hold their victims in death’s own grip. This Charm supplements a grapple attack. As the deathknight and his foe struggle to control the grapple, the dice pool for the victim takes an internal penalty equal to the number of actions for which the Abyssal has already controlled the grapple. What’s more, as long as the Abyssal controls the grapple, his victim cannot breathe. In a long struggle, the rules for holding breath (see Exalted, p. 130) could even come into play. The (Stamina + Resistance) roll to resist asphyxiation is always difficulty 3. More immediately, the victim cannot cry out or make any other sound in the Abyssal’s grip. *DARK MESSIAH FORM **Cost: 6m; Mins: Martial Arts 4, Essence 2; **Type: Simple (Speed 5) **Keywords: Form-type **Duration: One scene ***While the Abyssal performs the kata to assume Dark Messiah Form, she concentrates on every pain the world ever inflicted on her. Farewell ethics, it’s time for bloody, brutal payback! ***While using this Charm, all the character’s unarmed attacks inflict piercing damage (if they didn’t already). The martial artist can make an unarmed Martial Arts parry against ranged and lethal attacks without a stunt. What’s more, Dark Messiah Form eliminates multiple-action penalties for the first (Martial Arts ÷ 2, rounded up) actions in a flurry. At Martial Arts 5, an Abyssal can punch three times in a flurry with no penalty at all. Any actions after the penalty-free number, however, take the same penalties as if this Charm had not been active. As a final benefit, a Dark Messiah stylist can attune to soulsteel form weapons (if he couldn’t before) and gain all the motes stripped from a target by such weapons. The amoral ferocity of Dark Messiah Form comes at a price, though. While using the form, characters cannot channel their Virtues.
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