Charm MiscellanyOctober 11, 2011
Looking back over the White Wolf forums, I’ve found a few Charms that never did make it onto this blog. So, in no particular order, here they are!
Red Tape Tinted Black (Ebon Dragon Charm)
Cost: 4m; Mins: Essence 3; Type: Simple (Dramatic Action)
Keywords: Combo-OK, Sorcerous
Prerequisite Charms: Nemesis Self Imagined Anew, Selfishness is Power
The Ebon Dragon hates you, personally. With this Charm, his hate infects an organization. This Charm functions as the Solar Charm Indolent Official Charm with the following exceptions:
-This Charm can only be activated while the Infernal is under the effects of its prerequisite.
-The affected bureaucracy only slows projects that would be beneficial for the target of the warlock’s Nemesis Self Imagined Anew.
-If the project would be harmful to the target of Nemesis Self Imagined Anew, this Charm instead functions as the Solar Charm Speed the Wheels.
-Projects that do not affect the target of Nemesis Self Imagined Anew (or that affect him neutrally without benefit or harm) may not be affected by this Charm.
Umbral Conclusion’s Forfeiture (Abyssal Charm)
Cost: None (4 motes, 1 zombie); Mins: Resistance 5, Essence 3; Type: Permanent
Keywords: Avatar (2), Obvious
Prerequisite Charms: Wounds Mean Nothing
None know the inevitability of Oblivion like the Abyssals. Thus, none know as well as they how to postpone that inevitability as long as possible. With the… “blessing” may be too strong a word, but permission… of the Neverborn, this Charm allows an Abyssal to shunt a fatal blow onto one of his undead servitors, delaying his own grisly demise. When the Abyssal suffers a damaging effect that would reduce him to his Dying Health Levels (or below), he may spend four motes as a Reflexive, non-Charm action in Step 10 of combat resolution. If he does so, one zombie under his control, which must be within (Essence x10) yards, expires messily, utterly destroyed regardless of how much damage was avoided. The Abyssal, for his part, takes only enough damage to reduce him to his last -4 Health Level (though this will not heal the Abyssal, should he be below this threshold already). The cost of this Charm’s activation is considered a unique Flaw of Invulnerability. For the purposes of this Charm, “zombie” is defined as a necrotech creation with a Coil rating of 1 or 2, or any walking dead animated directly by an Abyssal Charm.
Necessity’s Child (Lunar Charm)
Cost: None (+2 motes); Mins: Dexterity 3, Essence 2; Type: Permanent
Prerequisite Charms: Clay-Wetting Practice
The Stewards are masters of themselves, which, in turn, permits them to be masters of their surroundings. They do not need to rely on tools; they have themselves. This Charm upgrades its prerequisite, allowing the Lunar to perform non-Craft actions without tools, such as picking locks or performing surgery for a two mote surcharge.
At Essence 3, this Charm automatically upgrades to grant the Lunar a three-die situational bonus on relevant actions performed with these tools. At Essence 4, it upgrades again, improving any stunt made with these tools by one die (to a maximum of 3). Finally, at Essence 5, it upgrades a third time, granting the Lunar access to the equivalent of a master’s workshop.
Shrouded in Plain Sight (Lunar Charm)
Cost: 5m (or 5m, 1wp); Mins: Wits 5, Essence 3; Type: Simple
Keywords: Combo-OK, Illusion, Merged
Prerequisite Charms: The Spider’s Trap Door
It is the nature of the Stewards to be other, to be outside normal conceptions. Those who would challenge them by peering into their Realm are doomed to fail. This Charm allows the Lunar to make himself imperceptible to esoteric methods of perception. It does not protect her from any sense that could be enhanced by Keen (Sense) Technique, but guarantees success on any Stealth roll opposed by senses such as heat sense, Charms such as Measure the Wind, radar, sonar, or similar “esoteric” senses. Against magic that contests this perfection, the Lunar adds his Essence in dice to the subsequent roll-off.
An Essence 4 repurchase allows the Lunar to apply this Charm’s effects to any vessel or mount in or on which he is carried. This use of the Charm costs a point of Willpower in addition to its mote cost.
Merged: Appearance (Prerequisite: One of the Herd)