FrivYeti/EnliCharm2
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Essence 2 Charms
Astral Travel</b>
<b>Cost: 6 motes, Type: Simple Keywords: Obvious Duration: (Essence) Hours
The character sinks into a trance, and detaches her spirit from her body. This Charm is held almost exclusively by Primordials and their Avatars. While in her trance, the character's soul detaches, becoming an immaterial being. She may return to her body reflexively at any time. In the meantime, she may travel through the Spirit World at her normal speed, using any Charms which affect immaterial beings only. She may only be affected as though she were dematerialized, and may not affect the material world or materialize, even using Charms or powers that normally allow it.
If the character takes damage while immaterial, it is transformed as follows when she returns to her body: Bashing damage is halved (round up), and Lethal damage is converted to Bashing. Aggravated damage is unaffected. No amount of damage may reduce a character below Incapacitated, regardless of its source, and a character reduced to Incapacitated will automatically return to her body.
Elemental Resistance</b>
<b>Cost: 5 motes, Type: Reflexive Keywords: Elemental, Obvious Duration: One Scene
The character transforms herself, drawing power around herself to protect her from a single element. This Charm may be purchased seperately for each of the five elements. It grants the character soak equal to double her Essence against elemental attacks or environmental effects of that element, which applies after her natural soak and may reduce the damage of the effect to 0 dice. In addition, each version of the Charm provides additional protection, as follows:
Air protects the character from elemental wind and cold, as well as applying the character's Essence as soak against falling damage.
Earth protects the character from elemental earth, as well as applying the character's Essence as soak against stone or metal weapons.
Emotional Manipulation</b>
<b>Cost: 5 motes, Type: Simple Keywords: Emotion Duration: One Scene
By focusing on a target, the character forces them to feel the emotion of their choice. Emotional Manipulation does not need to be purchased seperately for each emotion. Instead, the character chooses the emotion to apply at the time of activation, and rolls Manipulation + Socialize + Essence against the target's MDV. If she succeeds, the target feels the emotion fully; it will colour her actions appropriately, applying a -2 die penalty or bonus to her Virtue totals as appropriate (for example, Anger might increase many Valor rolls and reduce many Compassion or Temperance rolls). The bonus and penalty apply both when determining whether to test, and when rolling to resist. Characters may spend 1 Willpower to ignore this effect for one action, or 2 Willpower to resist it for the scene.
Hurry Home</b>
<b>Cost: 5 motes, Type: Simple (Speed 5) Keywords: None Duration: Instant
With a moment of concentration, the character escapes from wherever she happens to be, returning home. The character may use this Charm to immediately return to her Sanctum. Avatars return to the Sanctum of the god or Primordial from whom they learned this Charm.
Self-Alteration</b>
<b>Cost: 4 motes, Type: Reflexive Keywords: None Duration: Indefinate
With a simple gesture, the character changes her features, looking like someone or something else. This Charm may alter hair or fur length or colour, skin and eye colour, height and weight by up to 25%, body build, or grant or remove a single level of Striking Looks to the character herself. Characters may also spend 1 Willpower to make changes permanent, in which case future applications of Self-Alteration work from the new baseline. (In the case of Striking Looks, characters must spend experience as appropriate).