CHAOS
Chaos is the Purview of confusion, anarchy and formlessness.
Innate Power: The champion can treat a wyld zone as one level less than it actually is.
EYE OF THE STORM STANCE
Cost: 2m
Mins: Essence 1
Type: Simple
Keywords: Combo-Basic
Duration: Scene
Prerequisite Charms: NONE
When the Champion finds herself caught up in a chaotic situation unrelated to her—whether she’s dodging a tornado’s debris or emerging from a bar to find a berserk mob rushing toward her to clash with a line of riot cops down the street—she can activate this Blessing and become an island of calm in the tumult. She is miraculously untouched in the confusion, and she remains so for as long as she doesn’t actively involve herself. She still suffers normal environmental movement penalties, but environmental dangers such as falling rocks, stampeding beasts or thrashing rioters all fail to touch her.
SHAKING THE HORNET’S NEST METHOD
Cost: 4m
Mins: Essence 2
Type: Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: EYE OF THE STORM STANCE
If the Blessings activation roll succeeds, the Storyteller should determine and reveal in general terms what action the Champion can take to either cause the most chaos in the scene or defuse the potential chaos inherent in the situation. The revelation should be something simple like “opening the parrot cage,” “staying in the hallway,” “winking at the guard”. The Storyteller should explain only which action would lead to which outcome, not how.
PARALYZING CONFUSION INFLECTION
Cost: 6m
Mins: Essence 3
Type: Simple
Keywords: Emotion, Compulsion
Duration: Special
Prerequisite Charms: SHAKING THE HORNET’S NEST METHOD
This Blessing turns a person’s rational thoughts into seething, chaotic noise. The Champion speaks with the target for just long enough to utter one phrase. The target needs to be able to hear and understand the speaker. Then victim freezes in place, suddenly unable to think, speak or act. He’s unaware of what goes on around him, and he has no memory of the moments before or after the use of this Blessing.
The effect lasts for a number of actions equal to the successes on the activation roll, and it erases the victim’s memory for an equal amount of time before the roll. If the victim has more dots of Essence than the user, the power doesn’t work. If the victim has an equal Essence rating, the activation roll is contested against the victim’s (Willpower + Integrity + Essence).
TOUCH OF THE SABOTEUR
Cost: 8m, 1wp
Mins: Essence 4
Type: Supplemental
Keywords: Shaping, Touch
Duration: Until repaired
Prerequisite Charms: Paralyzing Confusion Inflection
The Champion can break even the most complicated machine (even machines run on essence) with just the power of her mind. She just touches at the machine in question and her player activates the charm and rolls (Intelligence + Craft) with a external penalty equal to twice the Artifact rating of the machine. If the roll succeeds, the character causes the machine to break down and cease functioning immediately. The number of successes the roll generated then lingers until the machine is repaired. Upon a successful activation the device breaks down for one minute plus one additional minute per extra success.
A Champion can use this Blessingon a given object only once at a time. That is, she cannot use Sabot on the same object a second time until it has been fully repaired from her first application of the Blessing. Also, this Blessingworks only on complex machines, not simple ones. (Sabot won’t make an inclined plane suddenly not work.) It doesn’t work on machines crafted by characters of higher Essence.
SONG OF RECURRING DISTRACTION
Cost: 10m, 1wp
Mins: Essence 5
Type: Simple
Keywords: Social, Combo-Ok
Duration: Scene
Prerequisite Charms: TOUCH OF THE SABOTEUR
The Champion sings a chorus from a silly song (any tune will do) or makes some awful witticism (such as, “A good pun is its own reword.”) and uses this Blessing to stick that random bit of inanity into the mind of every person who hears and understands her when she does it. Resisting the effect requires a (Willpower + Integrity + Essence) roll that nets more successes than the Champion’s player rolled. Those who cannot resist the effect suffer a distraction penalty to all rolls equal to the number of Essence points the Champion’s player spent to activate the effect (up to a maximum equal to that Champion’s Essence). This distraction lasts for 24 hours.