FrivYeti/EnliCharm3
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Essence 3 Charms
Command</b>
<b>Cost: 5 motse, Type: Simple (Speed 4, DV -1) Keywords: Compulsion, Obvious Duration: (Essence) Actions
The character chooses a target who can hear her voice and issues a short command - a maximum of one-sentance. The command must not be an unacceptable order. Roll the character's Manipulation + Presence + Essence against the target's MDV. If the character wins, the target must fulfill the command to the best of her ability for the duration. Characters may spend 1 Willpower per action to resist a command; if they do, their actions are at a -2 die penalty.
Elemental Warrior's Nature</b>
<b>Cost: Variable motes, 1 Willpower, Type: Simple (Speed 4, DV -1) Keywords: Elemental, Obvious Duration: One Scene
Drawing elemental energy around herself, the character charges it into herself or her weapons. This Charm is purchased once for each of the five elements. Upon activation, the character may create elemental armor around herself, elementally charge any weapon she carries (including a bow or natural weapons), or create an elemental anima that can be used to throw bolts of energy. Each weapon or armor created costs 4 motes, with 1 Willpower required for all combined.
Elementally-charged weapons increase their damage by (Essence)L and become elemental damage, always dealing lethal damage. Elemental armor stacks with ordinary armor and grants the character an additional (Essence) to all soaks. Elemental bolts have the following stastistics: Speed 5, Accuracy +1, Damage (Essence +1)L, Range (Essence x10) yards. In addition, the character gains a special advantage depending on the element in question:
Air weapons buffet and slow their targets; a successful hit applies a further -1 DV penalty until the target's next action. Air armor pushes weapons away, applying a -1 external penalty to attack rolls against the character.
Earth weapons apply crushing damage, increasing the character's pre-rolled damage by 2 and post-rolled damage by 1 when determining Knockdown and Stun, and increasing the difficulty of resisting those effects by 1. Earth armor is stronger than other armors, increasing soak by an additional 3 points.
Fire weapons are extremely hot, increasing damage by +3L. Fire armor strikes those who attack the character; they must soak 3L environmental damage, with a Trauma rating of 3.
Water weapons slip around armor to strike at their enemies; they reduce armor soak by 4, but have no effect on less armoured targets. Water armor cushions the character from heavy blows, reducing post-soak damage by 1 die.
Wood weapons tear at their opponents, causing a great deal of pain. Every successful hit inflicts a -1 wound penalty on the target for the duration of the scene; no more than 4 points of penalty may be applied in total. Wood armor is living; every strike against it has its post-rolled damage reduced by 1 level, but this also reduces the armor's soak by 1, to a minimum of 0 - if the armor has 0 soak, it does not reduce damage. The armor recovers 1 soak per action.
Essence Scan</b>
<b>Cost: 4 motes, Type: Reflexive Keywords: None Duration: Instant
With a glance, a character can determine the power and nature of someone she is interacting with. The character chooses one person or creature that she can see. She immediately knows whether they are mortal, ghost, god, primordial, fae or other, and what their Permanent Essence and Kismet ratings are. If opposed by a Charm that hides that nature, roll Perception + Investigation with a difficulty of the target's (Manipulation + Socialize) halved.
Manifest</b>
<b>Cost: 8 motes, 1 Willpower, Type: Simple Keywords: Obvious Duration: Instant
The character learns to vanish from one location and appear somewhere else. The character must be able to either see her destination, or have magical vision of it. She focuses as a dramatic action that takes 30 seconds. During this time, she gradually fades from her current location and appears in the new one.
Open The Spirit Door</b>
<b>Cost: 5 motes, 1 Willpower, Type: Simple (Speed 6, DV -1) Keywords: Obvious Duration: One Day
The character gains the ability to draw others into the Spirit World with her. The character must touch her target to activate this effect. If the target is unwilling, the character must roll (Essence + Occult) with a difficulty of the target's Power trait. If she succeeds, or if the target is willing, the target immediately dematerializes. They remain immaterial for one full day, or until the character releases the committed Essence. Primordials and Avatars may use this Charm on themselves.
Taking The Mortal Shape</b>
<b>Cost: 8 motes, 1 Willpower, Type: Simple Keywords: Obvious Duration: Indefinate
By drawing their Essence around themselves, the character disguises herself as a mortal. The character appears exactly as she would if she were a mundane being, her body shifting as necessary to match, and any effect that detects magical beings detects her as an Essence 1, Kismet 0 mortal being. If the character encounters wards against her true nature, roll the Essence of the ward's maker against the Essence of the character; if the ward-maker wins, the ward recognizes the character as her true nature. While in their "mortal shell", all Charms have their Essence cost doubled.
Virtue Alteration</b>
<b>Cost: 5 motes, 1 Willpower, Type: Simple Keywords: Compulsion Duration: Special
Using her power, the character affects the mind and soul of a single target, implanting them with a particular behaviour. This Charm may be purchased for any Virtue. Upon activation, the character chooses to either push the target's Virtue to 5 or reduce it to 1. Roll the character's Manipulation + Socialize + Essence against a difficulty of the target's Power trait +1. If the roll succeeds, the target is affected for one scene. If the character scores three or more net successes, the effect lasts for up to a full day.