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Campaign:A Divided Center/ReporterSid
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== Charms == *(Dodge) '''Absence''' (Abil 2 Ess 2 p143): 2m, Reflexive (Step 2), Combo-OK, Instant. All penalties to Dodge DV are ignored. *(Dodge) '''Duck Fate''' (Abil 3 Ess 2 p143): 10m, Reflexive (Step 2), Combo-Basic, Instant. Dex+Dodge rolled against a difficulty equal to the permanent Essence of the foe responsible for the trouble. If successful, able to avoid the harmful effect. *(Linguistics) '''Favorable Inflection Procedure''' (Abil 3 Ess 2 p145): 5m, Simple, Emotion, Virtue (Compassion), Instant. Roll Charisma+Linguistics against targets MDV, add essence in auto successes. If the target is calm, success causes target to gain a single Intimacy towards the Sidereal. If upset/hostile, the target's hostility and cause evaporate from the target's mind. *(Investigation) '''Auspicious Prospects for Secrets''' (Abil 2 Ess 1 p162): 1m, Simple, Combo-Basic, Instant. With a Intelligence + Investigation roll, the Sidereal gets a sense if certain information should be obscured or revealed. *(Investigation) '''Efficient Secretary Technique''' (Abil 1 Ess 2 p162): 2m, Simple, One Miscellaneous Action. This charm lets the Sidereal ask a small emerald pattern spider for information, which it can fetch if the information is not actively concealed. It can also be sent to the Sidereal's library. *(Larceny) '''Avoiding the Truth Technique''' (Abil 2 Ess 1 p163): 3m, Supplemental, Fate, Illusion, Virtue (Conviction), Instant. This charm adds Larceny in successes to a social ability roll. If the result exceeds the targets MDV, he thinks he saw through the lie and believes that whatever the Sidereal said isn't true. *(Larceny) '''Thought-Swiping Distraction''' (Abil 2 Ess 1 p164): 5m, 1wp, Simple, Fate, Instant. The Sidereal makes eye contact with a target for a few moments, and gets a quick impression of what the target is thinking about. The target loses his train of thought. *(Lore) '''Methodology of Secrets''' (Abil 2 Ess 2 p166): 5m, Reflexive, Until the character next sleeps. The character receives a vision from the Maiden of Secrets, understanding how he fits into the Maiden's plan. Upon waking, the character gains three relevant bonus specialties that can be divided among up to three abilities. The dice from the specialties may also apply to the effect roll for Sidereal astrology that involves the corresponding college. *(Stealth) '''Soft Presence Practice''' (Abil 2 Ess 1 p170): 2m, Supplemental, One Action. This charm divides the number of motes spent by two for purposes of calculating the effect on a character's anima. *(Bureaucracy) '''Underling Invisibility Practice''' (Abil 3 Ess 2 p42): 4m, Simple, Illusion, Indefinite. A person who thinks themselves better than the Sidereal cannot see the Sidereal. The Sidereal's presence also gives the victim a sense of deja vu. *(Martial Arts) '''Leaping Mantis Technique''' (Abil 2 Ess 1 p97): 3m, Reflexive, Combo-OK, Obvious, Instant. The character leaps towards his opponent, adding her MA score to both the Join Battle dice pool and the maximum number of yards he can leap. The charm must be activated before the Join Battle action is rolled. During the fight, he mad add his MA in yards to his Move. *(Martial Arts) '''Iron-Arm Block''' (Abil 3 Ess 1 p97): 3m, Reflexive (Step 2), Combo-OK, Instant. The character takes a defensive stance, and adds his MA score to his Parry DV for one action, either unarmed or with a MA weapon. He can also parry lethal damage attacks unarmed. === Combos ===
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