The Ironline Mistress

Essence: 2; Willpower: 6;

Join Battle: 9 dice (+7 for 7m)

Personal Motes: 16; Peripheral Motes: 40

Health Levels: -0/-1x3/-2x4/-4/Incap.

Actions: Feats of Strength: 7 dice (+7 for 7m, may attempt Strength 3 feats); Poetry: 9 dice (+7 for 7m); Senses: 7 dice (+7 for 7m) Appearance 2, Resolve 4 (+3 for 6m), Guile 1

Combat Attack (Twin Blades): 12 dice (+10 for 10m; damage 17, minimum 5)

Combat Movement: 6 dice (+5 for 5m; 13 dice mounted on skeletal warhorse)

Evasion 2 (+1 for 2m), Parry 6 (+5 for 10m) Soak/Hardness: 20/12 (Soulsteel Super Heavy Plate)

Offensive Charms

Artful Maiming Onslaught (3m, 1wp; Supplemental; Instant; Decisive-only): Add three levels to the final damage of a decisive attack unless the target chooses to take a crippling injury from it. Once per fight.

Savage Shade Style (2m; Supplemental; Instant; Dual): Double extra successes on a withering attack against a crashed opponent or double 10s on a decisive damage roll. Defensive Charms

Chain Form (5m, 1wp; Supplemental; Scene; Form style) Gain an additional attack every turn OR move the character one range band up or down, as long as the chain can hold on to something. The chain can essentially grapple a target without making the Ironline Mistress part of the grapple. Can't be excellencied. +5 on everything grapple.

Iron Cage Torture (10m, 1wp; Simple; Instant; Decisive-only) Locks the target in iron cage. Adds +6 dmg to the attack and double wound penalties. All terrain is difficult for the hit character. The hit characters counts as wearing light armour for the rest of the scene. The armour can be torn off with a difficulty 6 Str+ath, but the wearer takes 1 damage for every attempt. Otherwise the armour can be removed with medicine or craft (metal) at difficulty 5, without the wearer being damaged further.

Elegant Flowing Deflection (2m; Reflexive; Instant): Negate all penalties to Parry against a single attack. Successful defense strips a point of Initiative from the attacker.

Hundred Razor Circle (5m; Simple; Until next turn; Counterattack, Decisive-only): Make a decisive counterattack in response to any incoming attack until the Abyssal’s next turn. A successful attack does not reset his Initiative until his next turn.