Charms/NailRatSolarOccult
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These are high Essence Solar Occult Charms. Here are the changes I assume with these Charms:
Power-Disrupting Blow: See CB:T, but as a clarification, it costs 7 motes and 1 temporary willpower per turn. Since they can't decide how much it costs, I will.. Also, minimum Occult is 5 instead of 6.
Power-Draining Whisper: See Cb:T, but minimum Essence is 4 instead of 5. Prerequisite Charms is instead Ghost-Eating Technique.
Solar Occult Charms by NailRat
Essence-Draining Strike
Cost: 15 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Occult: 5 Minimum Essence: 3 Prerequisite Charms: Spirit-Detecting Glance, Spirit-Repelling Diagram
The character attacks an opponent, who must be within visual range, and focuses her Essence into overcoming the opponent’s own. The character must land an unarmed attack, which need not deal damage, but must land. This Charm is explicitly allowed to be placed in a Combo with Charms of other abilities. For the remainder of the scene, the opponent’s effective Essence is reduced by an amount equal to the Solar’s own Essence for the purposes of the effectiveness of Charms and Spells as well as effects within the Power Combat system, to a minimum of 1. The opponent’s Essence pools are not affected, and he retains use of all Charms and Spells he has, and his true Essence still counts for effects that cannot be used on those with an Essence higher than their user. Multiple usages of this Charm do not accrue.
Willful Mastery of Essence
Cost: 3 motes, 1 Willpower Duration: One Scene Type: Simple Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charms: Essence-Draining Strike
The character learns to harness Essence from pure will alone. While this Charm is active, the Solar may spend a point of temporary Willpower in lieu of ten motes of Essence. These motes must be spent instantly; if they cannot be spent on the same Spell, Combo, or Charm, any excess are lost.
Perfect Prowess of (ability) Essence
Cost: None Duration: Permanent Type: Special Minimum Occult: 5 Minimum Essence: 5 Prerequisite Charms: Willful Mastery of Essence
The character has learned to more efficiently control the flows of Essence throughout his body. When the character selects this Charm, he chooses an ability – for example, he could take Perfect Prowess of Melee Essence, or Perfect Prowess of Survival Essence. All Charm costs within that ability are permanently reduced by 2 motes, to a minimum of 1 mote. Solars may never take this Charm for Martial Arts, as they lack the perfect mastery of the art that they possess in other walks of life. This Charm may be taken a number of times up to the Solar’s permanent Essence.
Harmony of the Chosen
Cost: 8 motes Duration: One Scene Type: Simple Minimum Occult: 5 Minimum Essence: 4 Prerequisite Charms: All-Encompassing Sorcerer’s Sight
The Exalt attunes his vision and other senses to the other Chosen in Creation. For the remainder of the scene, he will automatically be able to recognize any Exalt for what they are – he will immediately recognize Solars, Terrestrials, Lunars, and Sidereals and their Castes/Aspects. If he is unfamiliar with Abyssals or Alchemicals, he will recognize them as Exalts, and later can place similar Exalts’ Castes with their own, but gains no special insight into their natures. He will also recognize Infernal corruption of an Exalt, but will not gain special insight what it is.
Flawless Sight of the Sun
Cost: None Duration: Permanent Type: Special Minimum Occult: 5 Minimum Essence: 5 Prerequisite Charms: Harmony of the Chosen
The Exalt’s sight has permanently become attuned to the supernatural. From now on, he may always see dematerialized spirits, and no supernatural illusions fool his senses. He may still be persuaded supernaturally that his senses lie to him – but on a fundamental level, illusions are pointless against the sorcerer’s discerning eye. For example, Stealth Charms like Vanish From the Mind’s Eye and Mental Invisibility Technique still work.