These are Fire-Aspected TerrestrialCharms.
- The Ability association of these Charms seems to be disputed. While I think that we have a case for Presence, Ikselam says Dodge would be a pretty good alternative. Smoke Obscuring Effect and such. - willows
Rising Heat Deception (Telgar)
Cost: 5 motes Duration: Instant Type: Simple Min Presence: 4 Min Essence: 3 Prereqs: Phantom Fire-Warrior Horde
Creating a simple mirage of similar appearance to himself a Dynast is able to make anyone searching for him follow the wrong track with ease. Anyone without a very good look at the illusion will think it is the real thing and chase after it instead. Though it lasts only a few seconds, it can provide all the distraction required. A Perception + Awareness roll is required to notice the illusion for what it is, difficulty of the character's Essence. The illusion lasts for 1 turn and runs or moves in any direction the character desires. Its existance adds the character's Presence to the difficulty of any roll to follow his movements. Failure results in chasing the illusion.
Flight in Five Directions-- Miedvied
Cost: 8 motes Duration: Instant Type: Simple Min Presence: 5 Min Essence: 3 Prereqs: Threefold Flight of Summer
Unlike the arts which this Charm builds upon, Flight in Five Directions does not depend on creating false trails to fool the pursuers that seek the Exalt; there are instances in which the Dragon-Blood must flee in the urban jungle, and trails are less of a threat than witnesses.
Activating this charm, roll Charisma + Presence. Every success leaves impressed upon Essence onlookers that the Dragon-Blood fled in a certain direction, complete with enough details to convince any interrogator - and the earnest belief that they did indeed see the Dragon-Blood fleeing in such a direction (this memory is in place of, not in addition to, any real memory they might have of having seen the Dragon- Blood flee.) Anyone asking witnesses to try and find out where the Dragon-Blood fled will be completely unable to track down the Dragon-Blood if using solely witnesses. Anyone using witnesses in addition to other tracking methods will find their difficulty increased by the Dragon-Blood's permanent Essence, due to the time-wasting and confusing information provided by the witnesses.
Trail of Smoke and Sorrow (TedPro)
Cost: 5 motes Duration: One Day Type: Reflexive Min Presence: 4 Min Essence: 3 Prereqs: Rising Heat Deception
A deceptive means of slowing and confounding pursuers. As the Dynast moves along a trail, bridge, doorway or other narrow area, his footsteps leave illusory fire, which fades away in moments. Where the Dynast has passed, though, there remains for a day the illusion of a trap or danger of some kind. A rope bridge may seem on the verge of breaking, or an archway may have the seeming of a blade trap ready to fall down on the next person to cross. Anyone without a very good look at the illusion will think it is the real thing, which should give pause to pursuers. A Perception + Awareness roll is required to notice the illusion for what it is, difficulty of the character's Essence. If someone passes through the illusory trap, nothing dangerous happens, but the illusion remains.
Candle next to Bonfire Technique (Resplendence)
Cost: 2 motes Duration: Instant Type: Reflexive Min Presence: 4 Min Essence: 3 Prereqs: Rising Heat Deception
Dazzle a nightly pursuit with a strong light, and they will be blind to weaker lights. The Dynast likewise confounds unwanted company by enhancing the attraction or conspicousness by someone else so that they capture the pursuing party's interest temporarily.
The Dynast must speak an incriminating sentence that both the victim and the pursuer hears. The victim will take on a specific, temporary aura that attracts the pursuer's attention, but the victim can't be completely unsuitable to stand in for the Dynast. Confounding an annoying suitor with someone of different sex or radically different appearance is impossible. The Storyteller can add or subtract dice at her discretion for particularly suitable or unsuitable victims.
The Dynast rolls Manipulation + Presence contested against the pursuer's Wits + Awareness, both at a difficulty of the other's Essence rating. Success in the Dynast's favor confounds the pursuer for a scene, or until he is very clearly convinced of his mistake, for exmaple by a slap from the victim. Any attempt to convince him of his confusion or remind him of his original task are made at a difficulty equal to the Dynast's Essence during this time. If the successes rolled are higher than the pursuer's Willpower rating, the effects can result in long-lived or even permanent love or hate for the victim and permanently reduced feelings for the Dynast. The Charm has no effect on those of higher Essence.
I'm not sure whether this is really an appropriate DB Charm. Comments? - willows
- Looks fine as a DB Charm. I'm not so sure they fit into Presence, though. - Quendalon
Mied, what's the purpose of that duration notice? This is an instant Charm effect. And because of that, anyone searching for the Dragon-Blooded later, by non-witness-questioning means will have no problem finding them. I'd alter the Charm to simply cause witnesses to have false memories, making it impossible to reconstruct the DB's path from their testimony. Tracks and such are still present. - Telgar
The Charm itself is instant; the 'fake' memories are permanent. I wasn't sure quite how to put that down in the duration description. As for the presence of Tracks, it's sort of a moot point in the middle of a city - witnesses become much, much more handy. - Miedvied
Charms that instantly do something that has permanent effects are generally Instant, or of the duration it takes them to be invoked. See Sidereal Linguistics, or Pattern Spider Touch, or basically any attack Charm - the Duration strictly refers to the length of the Essence-working, and any Essence commitments incurred thereby, not the length of the Charm's effect. - willows
Yeah, Shreyas has it. Also, I disagree about witnesses being the only important part of following someone in a city. Blood trails, disturbed trash heaps, muddy footprints and such are all as important if followed up on quickly enough or with enough success. And there's always blood hounds and such. So, again, you should stipulate that only witness testimony is affected, making it impossible to track by. - Telgar
Charm changed. - Miedvied
Speaking from my totally biased viewpoint, I think that has to do mainly with the fact that they've had more relays, and better themes, than anyone else. _Ikselam
Haha, I wreck your Ability pondering by adding a Charm for evasion of social pursuit! Resplendence